/*
** 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: W3DRadioButton.cpp ///////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: RTS3
//
// File name: W3DRadioButton.cpp
//
// Created: Colin Day, June 2001
//
// Desc: W3D methods needed to implement the RadioButton UI control
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
#include
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "GameClient/GameWindowGlobal.h"
#include "GameClient/GameWindowManager.h"
#include "GameClient/GadgetRadioButton.h"
#include "W3DDevice/GameClient/W3DGadget.h"
#include "W3DDevice/GameClient/W3DDisplay.h"
// DEFINES ////////////////////////////////////////////////////////////////////
// PRIVATE TYPES //////////////////////////////////////////////////////////////
// PRIVATE DATA ///////////////////////////////////////////////////////////////
// PUBLIC DATA ////////////////////////////////////////////////////////////////
// PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
// drawRadioButtonText ========================================================
/** Draw the text for a RadioButton */
//=============================================================================
static void drawRadioButtonText( 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 );
// set the location for our text
textPos.x = origin.x + (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 drawRadioButtonText
// PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// W3DGadgetRadioButtonDraw ===================================================
/** Draw colored check box using standard graphics */
//=============================================================================
void W3DGadgetRadioButtonDraw( 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 GadgetRadioButton.h
// draw appropriate state, see GadgetRadioButton.h for info
//
if( BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
{
// disabled background
backColor = GadgetRadioGetDisabledColor( window );
backBorder = GadgetRadioGetDisabledBorderColor( window );
// check box
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
{
boxColor = GadgetRadioGetDisabledCheckedBoxColor( window );
boxBorder = GadgetRadioGetDisabledCheckedBoxBorderColor( window );
}
else
{
boxColor = GadgetRadioGetDisabledUncheckedBoxColor( window );
boxBorder = GadgetRadioGetDisabledUncheckedBoxBorderColor( window );
}
} // end if
else if( BitTest( instData->getState(), WIN_STATE_HILITED ) )
{
// hilited background
backColor = GadgetRadioGetHiliteColor( window );
backBorder = GadgetRadioGetHiliteBorderColor( window );
// check box
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
{
boxColor = GadgetRadioGetHiliteCheckedBoxColor( window );
boxBorder = GadgetRadioGetHiliteCheckedBoxBorderColor( window );
}
else
{
boxColor = GadgetRadioGetHiliteUncheckedBoxColor( window );
boxBorder = GadgetRadioGetHiliteUncheckedBoxBorderColor( window );
}
} // end else if
else
{
// enabled background
backColor = GadgetRadioGetEnabledColor( window );
backBorder = GadgetRadioGetEnabledBorderColor( window );
// check box
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
{
boxColor = GadgetRadioGetEnabledCheckedBoxColor( window );
boxBorder = GadgetRadioGetEnabledCheckedBoxBorderColor( window );
}
else
{
boxColor = GadgetRadioGetEnabledUncheckedBoxColor( window );
boxBorder = GadgetRadioGetEnabledUncheckedBoxBorderColor( 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 + size.y;
start.y = origin.y;
end.x = start.x;
end.y = start.y + size.y;
TheWindowManager->winDrawLine( backBorder, WIN_DRAW_LINE_WIDTH,
start.x, start.y, end.x, end.y );
// draw box for button
start.x = origin.x + 1;
start.y = origin.y + 1;
end.x = origin.x + size.y -1;
end.y = origin.y + size.y -1;
TheWindowManager->winFillRect( boxColor, WIN_DRAW_LINE_WIDTH,
start.x, start.y, end.x, end.y );
// draw box border
start.x = origin.x + size.x - size.y;
start.y = origin.y;
end.x = start.x;
end.y = start.y + size.y;
TheWindowManager->winDrawLine( backBorder, WIN_DRAW_LINE_WIDTH,
start.x, start.y, end.x, end.y );
// draw box for button
start.x = origin.x + size.x - size.y;
start.y = origin.y + 1;
end.x = origin.x + size.x -1;
end.y = origin.y + size.y -1;
TheWindowManager->winFillRect( boxColor, WIN_DRAW_LINE_WIDTH,
start.x, start.y, end.x, end.y );
// draw the button text
if( instData->getTextLength() )
drawRadioButtonText( window, instData );
} // end W3DGadgetRadioButtonDraw
void W3DGadgetRadioButtonImageDraw( GameWindow *window,
WinInstanceData *instData )
{
const Image *leftImage, *rightImage, *centerImage;
ICoord2D origin, size, start, end;
Int xOffset, yOffset;
Int i;
// get screen position and size
window->winGetScreenPosition( &origin.x, &origin.y );
window->winGetSize( &size.x, &size.y );
IRegion2D clipLeft;
// get image offset
xOffset = instData->m_imageOffset.x;
yOffset = instData->m_imageOffset.y;
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
{
//backgroundImage = GadgetRadioGetEnabledCheckedBoxImage( window );
leftImage = GadgetRadioGetSelectedImage( window );
centerImage = GadgetRadioGetSelectedUncheckedBoxImage( window );
rightImage = GadgetRadioGetSelectedCheckedBoxImage( window );
}
else if( BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
{
// disabled background
leftImage = GadgetRadioGetDisabledImage( window );
centerImage = GadgetRadioGetDisabledUncheckedBoxImage( window );
rightImage = GadgetRadioGetDisabledCheckedBoxImage( window );
} // end if
else if( BitTest( instData->getState(), WIN_STATE_HILITED ) )
{
// hilited background
leftImage = GadgetRadioGetHiliteImage( window );
centerImage = GadgetRadioGetHiliteUncheckedBoxImage( window );
rightImage = GadgetRadioGetHiliteCheckedBoxImage( window );
} // end else if
else
{
// enabled background
leftImage = GadgetRadioGetEnabledImage( window );
centerImage = GadgetRadioGetEnabledUncheckedBoxImage( window );
rightImage = GadgetRadioGetEnabledCheckedBoxImage( window );
} // end else
// sanity, we need to have these images to make it look right
if( leftImage == NULL || centerImage == NULL ||
rightImage == NULL )
return;
// get image sizes for the ends
ICoord2D leftSize, rightSize;
leftSize.x = leftImage->getImageWidth();
leftSize.y = leftImage->getImageHeight();
rightSize.x = rightImage->getImageWidth();
rightSize.y = rightImage->getImageHeight();
// get two key points used in the end drawing
ICoord2D leftEnd, rightStart;
leftEnd.x = origin.x + leftSize.x + xOffset;
leftEnd.y = origin.y + size.y + yOffset;
rightStart.x = origin.x + size.x - rightSize.x + xOffset;
rightStart.y = origin.y + size.y + yOffset;
// draw the center repeating bar
Int centerWidth, pieces;
// get width we have to draw our repeating center in
centerWidth = rightStart.x - leftEnd.x;
// how many whole repeating pieces will fit in that width
pieces = centerWidth / centerImage->getImageWidth();
pieces++;
// draw the pieces
start.x = leftEnd.x;
start.y = origin.y + yOffset;
end.y =origin.y + size.y + yOffset;
clipLeft.lo.x = leftEnd.x;
clipLeft.lo.y = origin.y;
clipLeft.hi.y = leftEnd.y;
clipLeft.hi.x = rightStart.x ;
TheDisplay->setClipRegion(&clipLeft);
for( i = 0; i < pieces; i++ )
{
end.x = start.x + centerImage->getImageWidth();
TheWindowManager->winDrawImage( centerImage,
start.x, start.y,
end.x, end.y );
start.x += centerImage->getImageWidth();
} // end for i
TheDisplay->enableClipping(FALSE);
// draw left end
start.x = origin.x + xOffset;
start.y = origin.y + yOffset;
end = leftEnd;
TheWindowManager->winDrawImage(leftImage, start.x, start.y, end.x, end.y);
// draw right end
start.x = rightStart.x;
start.y = origin.y + yOffset;
end.x = origin.x + size.x;
end.y = leftEnd.y;
TheWindowManager->winDrawImage(rightImage, start.x, start.y, end.x, end.y);
// draw the text
if( instData->getTextLength() )
drawRadioButtonText( window, instData );
} // end W3DGadgetHorizontalSliderImageDraw