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CnC_Renegade/Code/wwui/tabctrl.cpp

982 lines
23 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/tabctrl.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 9/19/01 11:30a $*
* *
* $Revision:: 17 $*
* *
*---------------------------------------------------------------------------------------------*
* 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 "tabctrl.h"
#include "assetmgr.h"
#include "refcount.h"
#include "mousemgr.h"
#include "dialogmgr.h"
#include "dialogbase.h"
#include "stylemgr.h"
#include "texture.h"
#include "ww3d.h"
#include "font3d.h"
#include "childdialog.h"
////////////////////////////////////////////////////////////////
// Local constants
////////////////////////////////////////////////////////////////
static const RectClass BarUVs (1, 1, 26, 255);
static const RectClass SelUVs (28, 1, 254, 69);
static const RectClass UnfocusUVs (28, 236, 42, 250);
static const RectClass FocusUVs (43, 236, 57, 250);
static const RectClass BarTopUVs (1, 1, 26, 79);
static const RectClass BarBottomUVs (1, 169, 26, 255);
static const RectClass BarTileUVs (1, 80, 26, 168);
static const float BUBBLE_OFFSET_X = 23;
static const float BUBBLE_OFFSET_Y = 25;
static const float BAR_OFFSET = 25;
static const float TEXT_OFFSET = 60;
static const float SEL_TEXT_OFFSET = 75;
static const float TEXT_RADIUS = 40;
static const float ANGLE_MIN = 115;
static const float ANGLE_MAX = 245;
static const float BLINK_DELAY = 500;
static const float PAGE_AREA_OFFSET = 245;
static const float PIXELS_PER_SEC = 500;
////////////////////////////////////////////////////////////////
//
// TabCtrlClass
//
////////////////////////////////////////////////////////////////
TabCtrlClass::TabCtrlClass (void) :
CurrTabIndex (0),
NextBlinkTime (0),
SelectorPos (0),
SelRect (0, 0, 0, 0),
ScaleX (0),
ScaleY (0),
IsBubbleDisplayed (false)
{
//
// Determine what scale to use
//
ScaleX = Render2DClass::Get_Screen_Resolution().Width () / 800;
ScaleY = Render2DClass::Get_Screen_Resolution().Height () / 600;
//
// Assign the font to the text renderers
//
StyleMgrClass::Assign_Font (&TextRenderer, StyleMgrClass::FONT_HEADER);
StyleMgrClass::Assign_Font (&GlowRenderer, StyleMgrClass::FONT_HEADER);
StyleMgrClass::Assign_Font (&HilightRenderer, StyleMgrClass::FONT_BIG_HEADER);
StyleMgrClass::Assign_Font (&HilightGlowRenderer, StyleMgrClass::FONT_BIG_HEADER);
//
// Configure the renderers
//
StyleMgrClass::Configure_Renderer (&ControlRenderer);
//
// Load the texture for the control
//
TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture ("IF_MENUPARTS9.TGA", TextureClass::MIP_LEVELS_1);
ControlRenderer.Set_Texture (texture);
REF_PTR_RELEASE (texture);
return ;
}
////////////////////////////////////////////////////////////////
//
// ~TabCtrlClass
//
////////////////////////////////////////////////////////////////
TabCtrlClass::~TabCtrlClass (void)
{
Free_Tabs ();
return ;
}
////////////////////////////////////////////////////////////////
//
// Create_Text_Renderer
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Create_Text_Renderer (void)
{
//
// Reset the renderers
//
GlowRenderer.Reset ();
TextRenderer.Reset ();
HilightRenderer.Reset ();
HilightGlowRenderer.Reset ();
float text_left = ClientRect.Left + (TEXT_OFFSET * ScaleX);
float height = ClientRect.Height ();
float tab_height = height / max (TabList.Count (), 1);
//
// Setup some variables we can use to simulate a semi-circle for the text
//
float angle_min = DEG_TO_RADF (ANGLE_MIN);
float angle_max = DEG_TO_RADF (ANGLE_MAX);
float radius = TEXT_RADIUS * ScaleX;
//
// Render the tab names
//
float y_pos = ClientRect.Top;
for (int index = 0; index < TabList.Count (); index ++) {
//
// Calculate a "semi-circular" x-offset for the text
//
float angle = angle_min + ((angle_max - angle_min) * ((float)index / float(TabList.Count()-1)));
float x_offset = WWMath::Cos (angle) * radius;
//
// Calculate what rectangle to render to
//
RectClass text_rect;
text_rect.Left = (int)(text_left + (radius + x_offset));
text_rect.Top = (int)y_pos;
text_rect.Right = (int)ClientRect.Right;
text_rect.Bottom = int(y_pos + tab_height);
//
// Get the title from the child dialog
//
WideStringClass title;
TabList[index]->Get_Title (&title);
//
// Is this the selected tab?
//
if (index == CurrTabIndex) {
//
// Move the hilighted text in a bit
//
text_rect.Left = SelRect.Left + (SEL_TEXT_OFFSET * ScaleX);
//
// Render the hilighted text and its glow
//
HilightRenderer.Build_Sentence (title);
HilightGlowRenderer.Build_Sentence (title);
//StyleMgrClass::Render_Text (title, &HilightRenderer, text_rect, true, true);
StyleMgrClass::Render_Text (title, &HilightRenderer,
StyleMgrClass::Get_Tab_Text_Color (),
StyleMgrClass::Get_Text_Shadow_Color (),
text_rect, true, true);
/*HilightRenderer.Set_Clipping_Rect (text_rect);
//
// Get the extents of the text we will be drawing
//
Vector2 text_extent = HilightRenderer.Get_Text_Extents (title);
//
// Assume left justification
//
int x_pos = text_rect.Left + 1;
int y_pos = int(text_rect.Top + (text_rect.Height () / 2) - (text_extent.Y / 2));
//
// Construct the textures needed to render the text
//
HilightRenderer.Build_Sentence (title);
HilightRenderer.Set_Location (Vector2 (x_pos - 1, y_pos - 1));
HilightRenderer.Draw_Sentence (RGB_TO_INT32 (255, 255, 255));
HilightRenderer.Set_Location (Vector2 (x_pos + 1, y_pos + 1));
HilightRenderer.Draw_Sentence (RGB_TO_INT32 (0, 0, 0));
//
// Render the text
//
HilightRenderer.Set_Location (Vector2 (x_pos, y_pos));
HilightRenderer.Draw_Sentence (RGB_TO_INT32 (147, 155, 153));*/
StyleMgrClass::Render_Glow (title, &HilightGlowRenderer, text_rect, 7, 7,
StyleMgrClass::Get_Tab_Glow_Color ());
} else {
//
// Render the text and its glow
//
TextRenderer.Build_Sentence (title);
GlowRenderer.Build_Sentence (title);
StyleMgrClass::Render_Text (title, &TextRenderer,
StyleMgrClass::Get_Tab_Text_Color (),
StyleMgrClass::Get_Text_Shadow_Color (),
text_rect, true, true);
/*TextRenderer.Set_Clipping_Rect (text_rect);
//
// Get the extents of the text we will be drawing
//
Vector2 text_extent = TextRenderer.Get_Text_Extents (title);
//
// Assume left justification
//
int x_pos = text_rect.Left + 1;
int y_pos = int(text_rect.Top + (text_rect.Height () / 2) - (text_extent.Y / 2));
//
// Construct the textures needed to render the text
//
TextRenderer.Build_Sentence (title);
TextRenderer.Set_Location (Vector2 (x_pos - 1, y_pos - 1));
TextRenderer.Draw_Sentence (RGB_TO_INT32 (255, 255, 255));
TextRenderer.Set_Location (Vector2 (x_pos + 1, y_pos + 1));
TextRenderer.Draw_Sentence (RGB_TO_INT32 (0, 0, 0));
//
// Render the text
//
TextRenderer.Set_Location (Vector2 (x_pos, y_pos));
TextRenderer.Draw_Sentence (RGB_TO_INT32 (147, 155, 153));*/
StyleMgrClass::Render_Glow (title, &GlowRenderer, text_rect, 4, 4,
StyleMgrClass::Get_Tab_Glow_Color ());
}
//
// Move down to the next tab
//
y_pos += tab_height;
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Create_Control_Renderer
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Create_Control_Renderer (void)
{
Render2DClass &renderer = ControlRenderer;
renderer.Reset ();
//
// Determine which UVs to use for the bubble
//
RectClass bubble_uvs = UnfocusUVs;
if (IsBubbleDisplayed) {
bubble_uvs = FocusUVs;
}
//
// Scale the dimensions of the components
//
float bar_tile_height = BarTileUVs.Height () * ScaleY;
float bar_tip_height = BarTopUVs.Height () * ScaleY;
float bar_width = BarTileUVs.Width () * ScaleX;
float sel_width = SelUVs.Width () * ScaleX;
float sel_height = SelUVs.Height () * ScaleY;
float bubble_width = bubble_uvs.Width () * ScaleX;
float bubble_height = bubble_uvs.Height () * ScaleX;
//
// Setup some variables we can use to simulate a semi-circle for the text
//
float angle_min = DEG_TO_RADF (ANGLE_MIN);
float angle_max = DEG_TO_RADF (ANGLE_MAX);
float radius = TEXT_RADIUS * ScaleX;
float min_y = Pos_From_Tab (0);
float max_y = Pos_From_Tab (TabList.Count () - 1);
float percent = (SelectorPos - min_y) / (max_y - min_y);
float angle = angle_min + percent * (angle_max - angle_min);
//float left_pos = -radius;
float x_offset = radius + (WWMath::Cos (angle) * radius);
//
// Calculate the screen rectangle for the bar
//
RectClass bar_rect;
bar_rect.Left = int(ClientRect.Left + x_offset + (BAR_OFFSET * ScaleX) - (bar_width / 2));
bar_rect.Right = int(bar_rect.Left + bar_width);
bar_rect.Top = int(ClientRect.Top - (x_offset * 1.5F));
bar_rect.Bottom = int(ClientRect.Bottom + (x_offset * 1.5F));
//
// Calculate the screen rectangle for the selector
//
SelRect.Left = int(ClientRect.Left + x_offset);
SelRect.Right = int(SelRect.Left + sel_width);
SelRect.Top = int(SelectorPos - (sel_height / 2));
SelRect.Bottom = int(SelRect.Top + sel_height);
//
// Calculate the screen rectangle for the bubble
//
RectClass bubble_rect;
bubble_rect.Left = int(SelRect.Left + BUBBLE_OFFSET_X * ScaleX);
bubble_rect.Right = int(bubble_rect.Left + bubble_width);
bubble_rect.Top = int(SelRect.Top + BUBBLE_OFFSET_Y * ScaleY);
bubble_rect.Bottom = int(bubble_rect.Top + bubble_height);
//
// Normalize the UVs
//
RectClass sel_uvs = SelUVs;
RectClass bar_top_uvs = BarTopUVs;
RectClass bar_bottom_uvs = BarBottomUVs;
sel_uvs.Inverse_Scale (Vector2 (256, 256));
bar_top_uvs.Inverse_Scale (Vector2 (256, 256));
bar_bottom_uvs.Inverse_Scale (Vector2 (256, 256));
bubble_uvs.Inverse_Scale (Vector2 (256, 256));
//
// Render the bar top and bottom
//
RectClass bar_top_rect;
bar_top_rect.Left = int(bar_rect.Left);
bar_top_rect.Right = int(bar_rect.Right);
bar_top_rect.Top = int(bar_rect.Top);
bar_top_rect.Bottom = int(bar_top_rect.Top + bar_tip_height);
RectClass bar_bottom_rect;
bar_bottom_rect.Left = int(bar_rect.Left);
bar_bottom_rect.Right = int(bar_rect.Right);
bar_bottom_rect.Top = int(bar_rect.Bottom - bar_tip_height);
bar_bottom_rect.Bottom = int(bar_rect.Bottom);
renderer.Add_Quad (bar_top_rect, bar_top_uvs);
renderer.Add_Quad (bar_bottom_rect, bar_bottom_uvs);
//
// Tile the remaining pieces
//
float y_pos = bar_top_rect.Bottom;
float total_height = bar_bottom_rect.Top - y_pos;
while (total_height > 0) {
float height = min (bar_tile_height, total_height);
//
// Setup the UV rectangle
//
RectClass uvs = BarTileUVs;
uvs.Bottom = uvs.Top + height;
uvs.Inverse_Scale (Vector2 (256, 256));
//
// Setup the screen rectangle
//
RectClass bar_tile_rect = bar_rect;
bar_tile_rect.Top = y_pos;
bar_tile_rect.Bottom = y_pos + height;
//
// Render the section
//
renderer.Add_Quad (bar_tile_rect, uvs);
y_pos += height;
total_height -= height;
}
//
// Render the bar and selector
//
renderer.Add_Quad (SelRect, sel_uvs);
renderer.Add_Quad (bubble_rect, bubble_uvs);
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Set_Cursor
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::On_Set_Cursor (const Vector2 &mouse_pos)
{
//
// Change the mouse cursor
//
if (mouse_pos.X < (ClientRect.Left + PAGE_AREA_OFFSET * ScaleX)) {
MouseMgrClass::Set_Cursor (MouseMgrClass::CURSOR_ACTION);
} else {
MouseMgrClass::Set_Cursor (MouseMgrClass::CURSOR_ARROW);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Update_Client_Rect
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Update_Client_Rect (void)
{
//
// Set the client area
//
ClientRect = Rect;
Set_Dirty ();
//
// Resize each child dialog so it fits in the new rectangle
//
for (int index = 0; index < TabList.Count (); index ++) {
RectClass rect;
rect.Left = (int)(ClientRect.Left + PAGE_AREA_OFFSET * ScaleX);
rect.Top = (int)ClientRect.Top;
rect.Right = (int)ClientRect.Right;
rect.Bottom = (int)ClientRect.Bottom;
TabList[index]->Set_Rect (rect);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Render
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Render (void)
{
Update_Selector ();
Update_Bubble ();
//
// Recreate the renderers (if necessary)
//
if (IsDirty) {
Create_Control_Renderer ();
Create_Text_Renderer ();
}
//
// Render the background and text
//
GlowRenderer.Render ();
HilightGlowRenderer.Render ();
TextRenderer.Render ();
HilightRenderer.Render ();
ControlRenderer.Render ();
DialogControlClass::Render ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_LButton_Down
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::On_LButton_Down (const Vector2 &mouse_pos)
{
//
// Change tabs
//
if (mouse_pos.X < (ClientRect.Left + PAGE_AREA_OFFSET * ScaleX)) {
Set_Curr_Tab (Tab_From_Pos (mouse_pos));
}
return ;
}
////////////////////////////////////////////////////////////////
//
// On_LButton_Up
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::On_LButton_Up (const Vector2 &mouse_pos)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Mouse_Move
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::On_Mouse_Move (const Vector2 &mouse_pos)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Set_Focus
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::On_Set_Focus (void)
{
Set_Dirty ();
DialogControlClass::On_Set_Focus ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Kill_Focus
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::On_Kill_Focus (DialogControlClass *focus)
{
Set_Dirty ();
DialogControlClass::On_Kill_Focus (focus);
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Key_Down
//
////////////////////////////////////////////////////////////////
bool
TabCtrlClass::On_Key_Down (uint32 key_id, uint32 key_data)
{
bool handled = true;
switch (key_id)
{
case VK_UP:
case VK_LEFT:
Set_Curr_Tab (CurrTabIndex - 1);
break;
case VK_DOWN:
case VK_RIGHT:
Set_Curr_Tab (CurrTabIndex + 1);
break;
case VK_HOME:
Set_Curr_Tab (0);
break;
case VK_END:
Set_Curr_Tab (TabList.Count () - 1);
break;
default:
handled = false;
break;
}
return handled;
}
////////////////////////////////////////////////////////////////
//
// On_Create
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::On_Create (void)
{
return ;
}
////////////////////////////////////////////////////////////////
//
// Tab_From_Pos
//
////////////////////////////////////////////////////////////////
int
TabCtrlClass::Tab_From_Pos (const Vector2 &mouse_pos)
{
int retval = -1;
float height = ClientRect.Height ();
float tab_height = height / max (TabList.Count (), 1);
//
// Check each of the tabs
//
float y_pos = ClientRect.Top;
for (int index = 0; index < TabList.Count (); index ++) {
//
// Is the mouse over this tab?
//
if (mouse_pos.Y >= y_pos && mouse_pos.Y <= (y_pos + tab_height)) {
retval = index;
break;
}
//
// Move down to the next tab
//
y_pos += tab_height;
}
return retval;
}
////////////////////////////////////////////////////////////////
//
// Pos_From_Tab
//
////////////////////////////////////////////////////////////////
float
TabCtrlClass::Pos_From_Tab (int index)
{
float height = ClientRect.Height ();
float tab_height = height / max (TabList.Count (), 1);
//
// Return the centered y-position
//
return ClientRect.Top + (tab_height * (index + 1)) - (tab_height / 2);
}
////////////////////////////////////////////////////////////////
//
// Set_Curr_Tab
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Set_Curr_Tab (int index)
{
//
// Bound the index
//
index = min (TabList.Count () - 1, index);
index = max (0, index);
//
// Did we change tabs?
//
if (CurrTabIndex != index) {
//
// Switch tabs visibly
//
TabList[CurrTabIndex]->Show (false);
TabList[index]->Show (true);
//
// Change the tab and force a repaint
//
CurrTabIndex = index;
Set_Dirty ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Update_Bubble
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Update_Bubble (void)
{
if (HasFocus) {
//
// Is it time to blink the bubble light?
//
int curr_time = DialogMgrClass::Get_Time ();
if (curr_time > NextBlinkTime) {
//
// Toggle the bubble light
//
IsBubbleDisplayed = !IsBubbleDisplayed;
NextBlinkTime = curr_time + BLINK_DELAY;
//
// Force a repaint
//
Set_Dirty ();
}
} else {
IsBubbleDisplayed = false;
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Update_Selector
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Update_Selector (void)
{
//
// Exit early if there's nothing to do
//
float end_pos = Pos_From_Tab (CurrTabIndex);
if (SelectorPos == end_pos) {
return ;
}
//
// Calculate the rate the selector moves
//
float rate = PIXELS_PER_SEC * ScaleY;
//
// Calculate how far we need to move
//
float time = DialogMgrClass::Get_Frame_Time () / 1000.0F;
float dist = rate * time;
//
// Move the selector
//
if (SelectorPos < end_pos) {
SelectorPos += dist;
SelectorPos = min (end_pos, SelectorPos);
Set_Dirty ();
} else if (SelectorPos > end_pos) {
SelectorPos -= dist;
SelectorPos = max (end_pos, SelectorPos);
Set_Dirty ();
}
//
// Bound the selector position
//
SelectorPos = min (Pos_From_Tab (TabList.Count () - 1), SelectorPos);
SelectorPos = max (Pos_From_Tab (0), SelectorPos);
return ;
}
////////////////////////////////////////////////////////////////
//
// Add_Tab
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Add_Tab (ChildDialogClass *dialog)
{
if (dialog == NULL) {
return ;
}
//
// Start the dialog
//
dialog->Show (TabList.Count () == 0);
dialog->Start_Dialog ();
Parent->Add_Child_Dialog (dialog);
//
// Size the child so it fits perfectly in the
// page area.
//
RectClass rect;
rect.Left = (int)(ClientRect.Left + PAGE_AREA_OFFSET * ScaleX);
rect.Top = (int)ClientRect.Top;
rect.Right = (int)ClientRect.Right;
rect.Bottom = (int)ClientRect.Bottom;
dialog->Set_Rect (rect);
//
// Add this dialog to our list
//
dialog->Add_Ref ();
TabList.Add (dialog);
return ;
}
////////////////////////////////////////////////////////////////
//
// Remove_Tab
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Remove_Tab (int index)
{
if (index < 0 || index >= TabList.Count ()) {
return ;
}
//
// Remove this dialog from our list
//
Parent->Remove_Child_Dialog (TabList[index]);
TabList[index]->End_Dialog ();
REF_PTR_RELEASE (TabList[index]);
TabList.Delete (index);
return ;
}
////////////////////////////////////////////////////////////////
//
// Free_Tabs
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Free_Tabs (void)
{
//
// Release our hold on each tab
//
for (int index = 0; index < TabList.Count (); index ++) {
REF_PTR_RELEASE (TabList[index]);
}
TabList.Delete_All ();
return ;
}
////////////////////////////////////////////////////////////////
//
// On_Mouse_Wheel
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::On_Mouse_Wheel (int direction)
{
if (direction < 0) {
Set_Curr_Tab (CurrTabIndex - 1);
} else {
Set_Curr_Tab (CurrTabIndex + 1);
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Apply_Changes_On_Tabs
//
////////////////////////////////////////////////////////////////
bool
TabCtrlClass::Apply_Changes_On_Tabs (void)
{
bool retval = true;
//
// Get each tab to apply their changes
//
for (int index = 0; retval && index < TabList.Count (); index ++) {
retval &= TabList[index]->On_Apply ();
}
return retval;
}
////////////////////////////////////////////////////////////////
//
// Discard_Changes_On_Tabs
//
////////////////////////////////////////////////////////////////
bool
TabCtrlClass::Discard_Changes_On_Tabs (void)
{
bool retval = true;
//
// Get each tab to discard their changes
//
for (int index = 0; retval && index < TabList.Count (); index ++) {
retval &= TabList[index]->On_Discard ();
}
return retval;
}
////////////////////////////////////////////////////////////////
//
// Reload_Tabs
//
////////////////////////////////////////////////////////////////
void
TabCtrlClass::Reload_Tabs (void)
{
//
// Get each tab to discard their changes
//
for (int index = 0; index < TabList.Count (); index ++) {
TabList[index]->On_Reload ();
}
return ;
}