/* ** Command & Conquer Generals Zero Hour(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: StaticText.cpp /////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Westwood Studios Pacific. // // Confidential Information // Copyright (C) 2001 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: StaticText.cpp // // Created: Colin Day, June 2001 // // Desc: Static text control // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// // SYSTEM INCLUDES //////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine // USER INCLUDES ////////////////////////////////////////////////////////////// #include "Common/Language.h" #include "GameClient/DisplayStringManager.h" #include "GameClient/GameWindow.h" #include "GameClient/Gadget.h" #include "GameClient/GameWindowManager.h" // DEFINES //////////////////////////////////////////////////////////////////// // PRIVATE TYPES ////////////////////////////////////////////////////////////// // PRIVATE DATA /////////////////////////////////////////////////////////////// // PUBLIC DATA //////////////////////////////////////////////////////////////// // PRIVATE PROTOTYPES ///////////////////////////////////////////////////////// // PRIVATE FUNCTIONS ////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // GadgetStaticTextInput ====================================================== /** Handle input for text field */ //============================================================================= WindowMsgHandledType GadgetStaticTextInput( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { switch( msg ) { // ------------------------------------------------------------------------ case GWM_CHAR: switch (mData1) { case KEY_DOWN: case KEY_RIGHT: case KEY_TAB: // Just in case some fool sets static text as a tab stop if( BitTest( mData2, KEY_STATE_DOWN ) ) window->winNextTab(); break; case KEY_UP: case KEY_LEFT: if( BitTest( mData2, KEY_STATE_DOWN ) ) window->winPrevTab(); break; default: return MSG_IGNORED; } break; default: return MSG_IGNORED; } return MSG_HANDLED; } // end GadgetStaticTextInput // GadgetStaticTextSystem ===================================================== /** Handle system messages for text field */ //============================================================================= WindowMsgHandledType GadgetStaticTextSystem( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { // WinInstanceData *instData = window->winGetInstanceData(); switch( msg ) { // ------------------------------------------------------------------------ case GGM_GET_LABEL: { TextData *tData = (TextData *)window->winGetUserData(); if (tData && tData->text) *(UnicodeString*)mData2 = tData->text->getText(); break; } // end get label // ------------------------------------------------------------------------ case GGM_SET_LABEL: { if( mData1 ) { TextData *tData = (TextData *)window->winGetUserData(); if (tData && tData->text) tData->text->setText( *(UnicodeString*)mData1 ); } break; } // end set label // ------------------------------------------------------------------------ case GWM_CREATE: break; // ------------------------------------------------------------------------ case GWM_DESTROY: { TextData *data = (TextData *)window->winGetUserData(); // free the display string TheDisplayStringManager->freeDisplayString( data->text ); // free text data delete( data ); break; } // end destroy default: return MSG_IGNORED; } // end switch( msg ) return MSG_HANDLED; } // end GadgetStaticTextSystem // GadgetStaticTextSetText ==================================================== /** Set the text for a static text control */ //============================================================================= void GadgetStaticTextSetText( GameWindow *window, UnicodeString text ) { if(!window) return; TheWindowManager->winSendSystemMsg( window, GGM_SET_LABEL, (WindowMsgData)&text, 0 ); } // end GadgetStaticTextSetText UnicodeString GadgetStaticTextGetText( GameWindow *window ) { if(!window) return UnicodeString::TheEmptyString; TextData *tData = (TextData *)window->winGetUserData(); if(!tData) return UnicodeString::TheEmptyString; return tData->text->getText(); } // GadgetStaticTextSetFont ==================================================== /** Set the font for a text control, we need to set the window * text font, the tooltip font, and the static text display strings for * the text data itself */ //============================================================================= void GadgetStaticTextSetFont( GameWindow *g, GameFont *font ) { TextData *textData = (TextData *)g->winGetUserData(); DisplayString *dString; // set the font for the display strings all windows have dString = g->winGetInstanceData()->getTextDisplayString(); if( dString ) dString->setFont( font ); dString = g->winGetInstanceData()->getTooltipDisplayString(); if( dString ) dString->setFont( font ); // static text specific if( textData ) { dString = textData->text; if( dString ) dString->setFont( font ); } // end if } // end GadgetStaticTextSetFont