/*
** Command & Conquer Generals(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) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: W3DCheckBox.cpp //////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: W3DCheckBox.cpp
//
// Created: Colin Day, June 2001
//
// Desc: W3D methods needed to implement the checkbox UI control
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
#include
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "GameClient/GadgetCheckBox.h"
#include "GameClient/GameWindowGlobal.h"
#include "GameClient/GameWindowManager.h"
#include "W3DDevice/GameClient/W3DGadget.h"
#include "W3DDevice/GameClient/W3DDisplay.h"
// DEFINES ////////////////////////////////////////////////////////////////////
// PRIVATE TYPES //////////////////////////////////////////////////////////////
// PRIVATE DATA ///////////////////////////////////////////////////////////////
// PUBLIC DATA ////////////////////////////////////////////////////////////////
// PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
// drawCheckBoxText ===========================================================
/** Draw the text for a checkbox */
//=============================================================================
static void drawCheckBoxText( GameWindow *window, WinInstanceData *instData )
{
ICoord2D origin, size, textPos;
Int width, height;
Color textColor, dropColor;
DisplayString *text = instData->getTextDisplayString();
// sanity
if( text == NULL || text->getTextLength() == 0 )
return;
// get window position and size
window->winGetScreenPosition( &origin.x, &origin.y );
window->winGetSize( &size.x, &size.y );
// get the right text color
if( BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
{
textColor = window->winGetDisabledTextColor();
dropColor = window->winGetDisabledTextBorderColor();
} // end if, disabled
else if( BitTest( instData->getState(), WIN_STATE_HILITED ) )
{
textColor = window->winGetHiliteTextColor();
dropColor = window->winGetHiliteTextBorderColor();
} // end else if, hilited
else
{
textColor = window->winGetEnabledTextColor();
dropColor = window->winGetEnabledTextBorderColor();
} // end enabled only
// set our font to that of our parent if not the same
if( text->getFont() != window->winGetFont() )
text->setFont( window->winGetFont() );
// get text size
text->getSize( &width, &height );
// where to draw
textPos.x = origin.x + size.y;//(size.x / 2) - (width / 2);
textPos.y = origin.y + (size.y / 2) - (height / 2);
// draw it
text->draw( textPos.x, textPos.y, textColor, dropColor );
} // end drawCheckBoxText
// PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// W3DGadgetCheckBoxDraw ======================================================
/** Draw colored check box using standard graphics */
//=============================================================================
void W3DGadgetCheckBoxDraw( GameWindow *window, WinInstanceData *instData )
{
Int checkOffsetFromLeft;
Color backColor,
backBorder,
boxColor,
boxBorder;
ICoord2D origin, size, start, end;
// get window position and size
window->winGetScreenPosition( &origin.x, &origin.y );
window->winGetSize( &size.x, &size.y );
// compute start of check offset
checkOffsetFromLeft = size.x / 16;
//
// get the colors we should be using to draw, see GadgetCheckBox.h
// draw appropriate state, see GadgetCheckBox.h for info
//
if( BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
{
// disabled background
backColor = GadgetCheckBoxGetDisabledColor( window );
backBorder = GadgetCheckBoxGetDisabledBorderColor( window );
// check box
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
{
boxColor = GadgetCheckBoxGetDisabledCheckedBoxColor( window );
boxBorder = GadgetCheckBoxGetDisabledCheckedBoxBorderColor( window );
}
else
{
boxColor = GadgetCheckBoxGetDisabledUncheckedBoxColor( window );
boxBorder = GadgetCheckBoxGetDisabledUncheckedBoxBorderColor( window );
}
} // end if
else if( BitTest( instData->getState(), WIN_STATE_HILITED ) )
{
// hilited background
backColor = GadgetCheckBoxGetHiliteColor( window );
backBorder = GadgetCheckBoxGetHiliteBorderColor( window );
// check box
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
{
boxColor = GadgetCheckBoxGetHiliteCheckedBoxColor( window );
boxBorder = GadgetCheckBoxGetHiliteCheckedBoxBorderColor( window );
}
else
{
boxColor = GadgetCheckBoxGetHiliteUncheckedBoxColor( window );
boxBorder = GadgetCheckBoxGetHiliteUncheckedBoxBorderColor( window );
}
} // end else if
else
{
// enabled background
backColor = GadgetCheckBoxGetEnabledColor( window );
backBorder = GadgetCheckBoxGetEnabledBorderColor( window );
// check box
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
{
boxColor = GadgetCheckBoxGetEnabledCheckedBoxColor( window );
boxBorder = GadgetCheckBoxGetEnabledCheckedBoxBorderColor( window );
}
else
{
boxColor = GadgetCheckBoxGetEnabledUncheckedBoxColor( window );
boxBorder = GadgetCheckBoxGetEnabledUncheckedBoxBorderColor( window );
}
} // end else
// draw background border
start.x = origin.x;
start.y = origin.y;
end.x = start.x + size.x;
end.y = start.y + size.y;
TheWindowManager->winOpenRect( backBorder, WIN_DRAW_LINE_WIDTH,
start.x, start.y, end.x, end.y );
// draw the background
start.x++;
start.y++;
end.x--;
end.y--;
TheWindowManager->winFillRect( backColor, WIN_DRAW_LINE_WIDTH,
start.x, start.y, end.x, end.y );
// draw box border
start.x = origin.x + checkOffsetFromLeft;
start.y = origin.y + (size.y / 3);
end.x = start.x + (size.y / 3);
end.y = start.y + (size.y / 3);
TheWindowManager->winOpenRect( boxBorder, WIN_DRAW_LINE_WIDTH,
start.x, start.y, end.x, end.y );
// draw "x" for button
if( boxColor != WIN_COLOR_UNDEFINED )
{
TheWindowManager->winDrawLine( boxColor, WIN_DRAW_LINE_WIDTH,
start.x, start.y, end.x, end.y );
TheWindowManager->winDrawLine( boxColor, WIN_DRAW_LINE_WIDTH,
start.x, end.y, end.x, start.y );
} // end if
// draw the button text
if( instData->getTextLength() )
drawCheckBoxText( window, instData );
} // end W3DGadgetCheckBoxDraw
// W3DGadgetCheckBoxImageDraw =================================================
/** Draw check box with user supplied images */
//=============================================================================
void W3DGadgetCheckBoxImageDraw( GameWindow *window, WinInstanceData *instData )
{
Int checkOffsetFromLeft;
const Image *boxImage = NULL;//*backgroundImage = NULL,
ICoord2D origin, start, end, size;
// get window position and size
window->winGetScreenPosition( &origin.x, &origin.y );
window->winGetSize( &size.x, &size.y );
// compute screen coords
start.x = origin.x + instData->m_imageOffset.x;
start.y = origin.y + instData->m_imageOffset.y;
end.x = start.x + size.x;
end.y = start.y + size.y;
// compute start of check offset
checkOffsetFromLeft = 0;
//
// get the colors we should be using to draw, see GadgetCheckBoxButton.h
// draw appropriate state, see GadgetCheckBoxButton.h for info
//
if( BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
{
// disabled background
// backgroundImage = GadgetCheckBoxGetDisabledImage( window );
// check box
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
boxImage = GadgetCheckBoxGetDisabledCheckedBoxImage( window );
else
boxImage = GadgetCheckBoxGetDisabledUncheckedBoxImage( window );
} // end if
else if( BitTest( instData->getState(), WIN_STATE_HILITED ) )
{
// hilited background
// backgroundImage = GadgetCheckBoxGetHiliteImage( window );
// check box
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
boxImage = GadgetCheckBoxGetHiliteCheckedBoxImage( window );
else
boxImage = GadgetCheckBoxGetHiliteUncheckedBoxImage( window );
} // end else if
else
{
// enabled background
// backgroundImage = GadgetCheckBoxGetEnabledImage( window );
// check box
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
boxImage = GadgetCheckBoxGetEnabledCheckedBoxImage( window );
else
boxImage = GadgetCheckBoxGetEnabledUncheckedBoxImage( window );
} // end else
// draw background image
// if( backgroundImage )
// TheWindowManager->winDrawImage( backgroundImage, start.x, start.y,
// end.x, end.y );
// draw the box image
if( boxImage )
{
start.x = origin.x + instData->m_imageOffset.x + checkOffsetFromLeft;
start.y = origin.y + 3;
end.x = start.x + (size.y - 6);
end.y = start.y + (size.y - 6);
TheWindowManager->winDrawImage( boxImage, start.x, start.y,
end.x, end.y );
} // end if
// draw the text
if( instData->getTextLength() )
drawCheckBoxText( window, instData );
} // end W3DGadgetCheckBoxImageDraw