/*
** 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: W3DMainMenu.cpp /////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Electronic Arts Pacific.
//
// Confidential Information
// Copyright (C) 2002 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// created: Apr 2002
//
// Filename: W3DMainMenu.cpp
//
// author: Chris Huybregts
//
// purpose: The Draw Routine for the main menu
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#define WIN32_LEAN_AND_MEAN
#include
#include
#include
//-----------------------------------------------------------------------------
// USER INCLUDES //////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#include "GameClient/GameWindow.h"
#include "Lib/BaseType.h"
#include "W3DDevice/GameClient/W3DGameWindow.h"
#include "GameClient/Display.h"
#include "GameLogic/GameLogic.h"
#include "GameClient/Shell.h"
#include "GameClient/ShellMenuScheme.h"
#include "GameClient/Credits.h"
#include "GameClient/Gadget.h"
#include "GameClient/GameWindowGlobal.h"
#include "GameClient/GameWindowManager.h"
#include "GameClient/GadgetPushButton.h"
#include "W3DDevice/GameClient/W3DDisplay.h"
#include "W3DDevice/GameClient/W3DGadget.h"
#include "GameClient/GUICallbacks.h"
//-----------------------------------------------------------------------------
// DEFINES ////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
void drawText( GameWindow *window, WinInstanceData *instData );
static Color BrownishColor = GameMakeColor(167,134,94,255);
static IRegion2D clipRegion;
//-----------------------------------------------------------------------------
// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
static void advancePosition(GameWindow *window, const Image *image, UnsignedInt posX, UnsignedInt posY, UnsignedInt sizeX, UnsignedInt sizeY)
{
if(!image)
return;
static Bool goingForward = TRUE;
ICoord2D pos, size;
if(!window)
{
pos.x = posX;
pos.y = posY;
size.x = sizeX;
size.y = sizeY;
}
else
{
window->winGetScreenPosition(&pos.x, &pos.y);
window->winGetSize(&size.x,&size.y);
}
static Int Width = size.x + image->getImageWidth();
static Int x = -800;
static Int y = pos.y - (image->getImageHeight()/2);
static UnsignedInt m_startTime = timeGetTime();
Int time = timeGetTime() - m_startTime;
Real percentDone = INT_TO_REAL(time) / 10000;
if(goingForward)
{
if(percentDone >= 1)
{
y = pos.y + size.y - (image->getImageHeight()/2);
m_startTime = timeGetTime();
goingForward = FALSE;
}
else
{
y = pos.y - (image->getImageHeight()/2);
x = (percentDone * Width) - image->getImageWidth();
}
}
else
{
if(percentDone >= 1)
{
y = pos.y - (image->getImageHeight()/2);
m_startTime = timeGetTime();
goingForward = TRUE;
}
else
{
y = pos.y + size.y - (image->getImageHeight()/2);
x = size.x - (percentDone * Width);
}
}
TheDisplay->drawImage(image,x, y, x + image->getImageWidth(), y + image->getImageHeight());
}
void W3DShellMenuSchemeDraw( GameWindow *window, WinInstanceData *instData )
{
if(TheShell && TheShell->isShellActive())
TheShell->getShellMenuSchemeManager()->draw();
}
void W3DMainMenuDraw( GameWindow *window, WinInstanceData *instData )
{
//W3DGameWinDefaultDraw( window, instData );
//R:83 G:78 B:52
static UnsignedInt color = BrownishColor;
static UnsignedInt colorDrop = GameMakeColor(38,30,21,255);
ICoord2D pos, size;
Int height = TheDisplay->getHeight();
window->winGetScreenPosition(&pos.x, &pos.y);
window->winGetSize(&size.x,&size.y);
IRegion2D topHorizontal1 ={pos.x, pos.y, pos.x + size.x, pos.y };
IRegion2D topHorizontal1drop ={pos.x, pos.y+1, pos.x + size.x, pos.y+1 };
IRegion2D topHorizontal2 ={pos.x, pos.y + (size.y * .1) , pos.x + size.x, pos.y + (size.y * .1) };
IRegion2D topHorizontal2drop ={pos.x, pos.y + (size.y * .12) , pos.x + size.x, pos.y + (size.y * .12) };
IRegion2D bottomHorizontal1={pos.x, pos.y + (size.y * .9), pos.x + size.x, pos.y + (size.y * .9) };
IRegion2D bottomHorizontal1drop={pos.x, pos.y + (size.y * .92), pos.x + size.x, pos.y + (size.y * .92) };
IRegion2D bottomHorizontal2= {pos.x, pos.y + size.y, pos.x + size.x, pos.y + size.y };
IRegion2D bottomHorizontal2drop= {pos.x, pos.y + size.y + 1, pos.x + size.x, pos.y + size.y + 1 };
IRegion2D verticle1 ={pos.x + (size.x * .225), pos.y , pos.x + (size.x * .225), height };
IRegion2D verticle2 ={pos.x + (size.x * .445), pos.y, pos.x + (size.x * .445), height };
IRegion2D verticle3 ={pos.x + (size.x * .6662), pos.y, pos.x + (size.x * .6662), height };
IRegion2D verticle4 ={pos.x + (size.x * .885), pos.y , pos.x + (size.x * .885), height };
// static IRegion2D verticle5 ={pos.x + (size.x * .7250), pos.y + (size.y * .12), pos.x + (size.x * .7250), pos.y + (size.y * .86) };
// static IRegion2D verticle6 ={pos.x + (size.x * .9062), pos.y + (size.y * .12), pos.x + (size.x * .9062), pos.y + (size.y * .86) };
TheDisplay->drawLine(topHorizontal1.lo.x,topHorizontal1.lo.y,topHorizontal1.hi.x,topHorizontal1.hi.y,2,color);
TheDisplay->drawLine(topHorizontal1drop.lo.x,topHorizontal1drop.lo.y,topHorizontal1drop.hi.x,topHorizontal1drop.hi.y,2,colorDrop);
TheDisplay->drawLine(topHorizontal2.lo.x,topHorizontal2.lo.y,topHorizontal2.hi.x,topHorizontal2.hi.y,1,color);
TheDisplay->drawLine(topHorizontal2drop.lo.x,topHorizontal2drop.lo.y,topHorizontal2drop.hi.x,topHorizontal2drop.hi.y,1,colorDrop);
TheDisplay->drawLine(bottomHorizontal1.lo.x,bottomHorizontal1.lo.y,bottomHorizontal1.hi.x,bottomHorizontal1.hi.y,1,color);
TheDisplay->drawLine(bottomHorizontal1drop.lo.x,bottomHorizontal1drop.lo.y,bottomHorizontal1drop.hi.x,bottomHorizontal1drop.hi.y,1,colorDrop);
TheDisplay->drawLine(bottomHorizontal2.lo.x,bottomHorizontal2.lo.y,bottomHorizontal2.hi.x,bottomHorizontal2.hi.y,2,color);
TheDisplay->drawLine(bottomHorizontal2drop.lo.x,bottomHorizontal2drop.lo.y,bottomHorizontal2drop.hi.x,bottomHorizontal2drop.hi.y,2,colorDrop);
TheDisplay->drawLine(verticle1.lo.x,verticle1.lo.y,verticle1.hi.x,verticle1.hi.y,3,color);
TheDisplay->drawLine(verticle2.lo.x,verticle2.lo.y,verticle2.hi.x,verticle2.hi.y,3,color);
TheDisplay->drawLine(verticle3.lo.x,verticle3.lo.y,verticle3.hi.x,verticle3.hi.y,3,color);
TheDisplay->drawLine(verticle4.lo.x,verticle4.lo.y,verticle4.hi.x,verticle4.hi.y,3,color);
// TheDisplay->drawLine(verticle5.lo.x,verticle5.lo.y,verticle5.hi.x,verticle5.hi.y,3,color);
// TheDisplay->drawLine(verticle6.lo.x,verticle6.lo.y,verticle6.hi.x,verticle6.hi.y,3,color);
// TheDisplay->drawLine(m_rightLineFromButton.lo.x,m_rightLineFromButton.lo.y,m_rightLineFromButton.hi.x,m_rightLineFromButton.hi.y,3,color1,color2);
advancePosition(NULL, TheMappedImageCollection->findImageByName("MainMenuPulse"),pos.x,pos.y,size.x, size.y);
//TheDisplay->drawLine();
}
void W3DMainMenuFourDraw( GameWindow *window, WinInstanceData *instData )
{
//W3DGameWinDefaultDraw( window, instData );
//R:83 G:78 B:52
static UnsignedInt color = BrownishColor;
static UnsignedInt colorDrop = GameMakeColor(38,30,21,255);
ICoord2D pos, size;
Int height = TheDisplay->getHeight();
window->winGetScreenPosition(&pos.x, &pos.y);
window->winGetSize(&size.x,&size.y);
IRegion2D topHorizontal1 ={pos.x, pos.y, pos.x + size.x, pos.y };
IRegion2D topHorizontal1drop ={pos.x, pos.y+1, pos.x + size.x, pos.y+1 };
IRegion2D topHorizontal2 ={pos.x, pos.y + (size.y * .1) , pos.x + size.x, pos.y + (size.y * .1) };
IRegion2D topHorizontal2drop ={pos.x, pos.y + (size.y * .12) , pos.x + size.x, pos.y + (size.y * .12) };
IRegion2D bottomHorizontal1={pos.x, pos.y + (size.y * .9), pos.x + size.x, pos.y + (size.y * .9) };
IRegion2D bottomHorizontal1drop={pos.x, pos.y + (size.y * .92), pos.x + size.x, pos.y + (size.y * .92) };
IRegion2D bottomHorizontal2= {pos.x, pos.y + size.y, pos.x + size.x, pos.y + size.y };
IRegion2D bottomHorizontal2drop= {pos.x, pos.y + size.y + 1, pos.x + size.x, pos.y + size.y + 1 };
IRegion2D verticle1 ={pos.x + (size.x * .295), pos.y , pos.x + (size.x * .295), height };
IRegion2D verticle2 ={pos.x + (size.x * .59), pos.y, pos.x + (size.x * .59), height };
//IRegion2D verticle3 ={pos.x + (size.x * .6662), pos.y, pos.x + (size.x * .6662), height };
IRegion2D verticle4 ={pos.x + (size.x * .885), pos.y , pos.x + (size.x * .885), height };
// static IRegion2D verticle5 ={pos.x + (size.x * .7250), pos.y + (size.y * .12), pos.x + (size.x * .7250), pos.y + (size.y * .86) };
// static IRegion2D verticle6 ={pos.x + (size.x * .9062), pos.y + (size.y * .12), pos.x + (size.x * .9062), pos.y + (size.y * .86) };
TheDisplay->drawLine(topHorizontal1.lo.x,topHorizontal1.lo.y,topHorizontal1.hi.x,topHorizontal1.hi.y,2,color);
TheDisplay->drawLine(topHorizontal1drop.lo.x,topHorizontal1drop.lo.y,topHorizontal1drop.hi.x,topHorizontal1drop.hi.y,2,colorDrop);
TheDisplay->drawLine(topHorizontal2.lo.x,topHorizontal2.lo.y,topHorizontal2.hi.x,topHorizontal2.hi.y,1,color);
TheDisplay->drawLine(topHorizontal2drop.lo.x,topHorizontal2drop.lo.y,topHorizontal2drop.hi.x,topHorizontal2drop.hi.y,1,colorDrop);
TheDisplay->drawLine(bottomHorizontal1.lo.x,bottomHorizontal1.lo.y,bottomHorizontal1.hi.x,bottomHorizontal1.hi.y,1,color);
TheDisplay->drawLine(bottomHorizontal1drop.lo.x,bottomHorizontal1drop.lo.y,bottomHorizontal1drop.hi.x,bottomHorizontal1drop.hi.y,1,colorDrop);
TheDisplay->drawLine(bottomHorizontal2.lo.x,bottomHorizontal2.lo.y,bottomHorizontal2.hi.x,bottomHorizontal2.hi.y,2,color);
TheDisplay->drawLine(bottomHorizontal2drop.lo.x,bottomHorizontal2drop.lo.y,bottomHorizontal2drop.hi.x,bottomHorizontal2drop.hi.y,2,colorDrop);
TheDisplay->drawLine(verticle1.lo.x,verticle1.lo.y,verticle1.hi.x,verticle1.hi.y,3,color);
TheDisplay->drawLine(verticle2.lo.x,verticle2.lo.y,verticle2.hi.x,verticle2.hi.y,3,color);
//TheDisplay->drawLine(verticle3.lo.x,verticle3.lo.y,verticle3.hi.x,verticle3.hi.y,3,color);
TheDisplay->drawLine(verticle4.lo.x,verticle4.lo.y,verticle4.hi.x,verticle4.hi.y,3,color);
// TheDisplay->drawLine(verticle5.lo.x,verticle5.lo.y,verticle5.hi.x,verticle5.hi.y,3,color);
// TheDisplay->drawLine(verticle6.lo.x,verticle6.lo.y,verticle6.hi.x,verticle6.hi.y,3,color);
// TheDisplay->drawLine(m_rightLineFromButton.lo.x,m_rightLineFromButton.lo.y,m_rightLineFromButton.hi.x,m_rightLineFromButton.hi.y,3,color1,color2);
advancePosition(NULL, TheMappedImageCollection->findImageByName("MainMenuPulse"),pos.x,pos.y,size.x, size.y);
//TheDisplay->drawLine();
}
void W3DMetalBarMenuDraw( GameWindow *window, WinInstanceData *instData )
{
//ICoord2D original, size;
// TheDisplay->setClipRegion(&clipRegion);
window->winDrawBorder();
//window->winGetScreenPosition(&original.x, &original.y);
//window->winGetSize(&size.x, &size.y);
//blitBorderRect( original.x, original.y, size.x, size.y );
//W3DGameWinDefaultDraw( window, instData );
// TheDisplay->enableClipping(FALSE);
}
//W3DGameWinDefaultDraw( window, instData );
//
// //R:83 G:78 B:52
//
//
//// UnsignedInt color = GameMakeColor(113,108,82,212);
// ICoord2D pos, size;
//
// window->winGetScreenPosition(&pos.x, &pos.y);
// window->winGetSize(&size.x,&size.y);
//
// const Image *image = TheMappedImageCollection->findImageByName("LogoGlow");
//
// if(!image)
// return;
//
// Int Width = size.x + image->getImageWidth();
//
// static Int x = pos.x - image->getImageWidth();
// static Int y = pos.y - (image->getImageHeight()/2);
//
// static UnsignedInt m_startTime = timeGetTime();
// Int time = timeGetTime() - m_startTime;
// Real percentDone = INT_TO_REAL(time) / 15624;
//
// if(percentDone >= 1)
// {
//// y = pos.y + size.y - (image->getImageHeight()/2) - 2;
// m_startTime = timeGetTime();
// }
// else
// {
// x = (percentDone * Width) - image->getImageWidth();
// }
//
// IRegion2D clip;
// clip.lo.x = pos.x;
// clip.lo.y = pos.y - image->getImageHeight();
// clip.hi.x = pos.x + size.x;
// clip.hi.y = pos.y + size.y;
// TheDisplay->setClipRegion(&clip);
// Int alpha;
// if(percentDone > .5)
// alpha = ((1-percentDone) * 2) * 255;
// else
// alpha = ( percentDone * 2) * 255;
//
// TheDisplay->drawImage(image,x, y , x + image->getImageWidth(), y + image->getImageHeight(), GameMakeColor(255,255,255,alpha));
// //TheDisplay->drawImage(image,x, y , x + image->getImageWidth(), y + image->getImageHeight(), GameMakeColor(255,200,250,alpha));
// TheDisplay->enableClipping(FALSE );
// //TheDisplay->drawLine();
//
void W3DClockDraw( GameWindow *window, WinInstanceData *instData )
{
W3DGameWinDefaultDraw( window, instData );
ICoord2D pos, size;
window->winGetScreenPosition(&pos.x, &pos.y);
window->winGetSize(&size.x,&size.y);
char datestr[256] = "";
time_t longTime;
struct tm *curtime;
time(&longTime);
curtime = localtime(&longTime);
strftime(datestr, 256, "%H:%M:%S", curtime);
UnicodeString temp;
temp.translate(datestr);
instData->setText(temp);
DisplayString *dString;
dString = instData->getTextDisplayString();
dString->setFont(TheFontLibrary->getFont("Arial",16,0));
Int textWidth, textHeight;
ICoord2D textPos;
IRegion2D clockClipRegion;
// sanity
// how much space will this text take up
dString->getSize( &textWidth, &textHeight );
//Init the clip region
clockClipRegion.lo.x = pos.x + 1;
clockClipRegion.lo.y = pos.y + 1;
clockClipRegion.hi.x = pos.x + size.x - 1;
clockClipRegion.hi.y = pos.y + size.y - 1;
textPos.x = pos.x + (size.x / 2) - (textWidth / 2);
textPos.y = pos.y + (size.y / 2) - (textHeight / 2);
dString->setClipRegion(&clockClipRegion);
dString->draw( textPos.x, textPos.y, GameMakeColor(255,255,255,255), GameMakeColor(0,0,0,255) );
}
void W3DMainMenuMapBorder( GameWindow *window, WinInstanceData *instData )
{
enum
{
BORDER_CORNER_SIZE = 10,
BORDER_LINE_SIZE = 20,
};
//( Int x, Int y, Int width, Int height )
// save original x, y
Int x, y, width, height;
window->winGetScreenPosition(&x, &y);
window->winGetSize(&width,&height);
// TheDisplay->setClipRegion(&clipRegion);
Int originalX = x;
Int originalY = y;
Int maxX = x + width;
Int maxY = y + height;
Int x2, y2; // used for simultaneous drawing of line pairs
Int size = 20;
Int halfSize = size / 2;
const Image *image = NULL;
// Draw Horizontal Lines
// All border pieces are based on a 10 pixel offset from the centerline
y = originalY - 10;
y2 = maxY - 10;
x2 = maxX - (10 + BORDER_LINE_SIZE);
image = TheMappedImageCollection->findImageByName("FrameCornerHorizontal");
if(image)
{
for( x=(originalX + 10); x <= x2; x += BORDER_LINE_SIZE )
{
TheDisplay->drawImage( image,
x, y, x + size, y + size );
TheDisplay->drawImage( image,
x, y2, x + size, y2 + size );
}
x2 = maxX - BORDER_CORNER_SIZE;
// x == place to draw remainder if any
if( (x2 - x) >= (BORDER_LINE_SIZE / 2) )
{
//Blit Half piece
TheDisplay->drawImage( image,
x, y, x + halfSize, y + size );
TheDisplay->drawImage( image,
x, y2, x + halfSize, y2 + size );
x += (BORDER_LINE_SIZE / 2);
}
// x2 - x ... must now be less than a half piece
// check for equals and if not blit an adjusted half piece border pieces have
// a two pixel repeat so we will blit one pixel over if necessary to line up
// the art, but we'll cover-up the overlap with the corners
if( x < x2 )
{
x -= ((BORDER_LINE_SIZE / 2) - (((x2 - x) + 1) & ~1));
//Blit Half piece
TheDisplay->drawImage( image,
x, y, x + halfSize, y + size );
TheDisplay->drawImage( image,
x, y2, x + halfSize, y2 + size );
}
}
image = TheMappedImageCollection->findImageByName("FrameCornerVertical");
if( image )
{
// Draw Vertical Lines
// All border pieces are based on a 10 pixel offset from the centerline
x = originalX - 10;
x2 = maxX - 10;
y2 = maxY - (10 + BORDER_LINE_SIZE);
for( y=(originalY + 10); y <= y2; y += BORDER_LINE_SIZE )
{
TheDisplay->drawImage( image,
x, y, x + size, y + size );
TheDisplay->drawImage( image,
x2, y, x2 + size, y + size );
}
y2 = maxY - BORDER_CORNER_SIZE;
// y == place to draw remainder if any
if( (y2 - y) >= (BORDER_LINE_SIZE / 2) )
{
//Blit Half piece
TheDisplay->drawImage( image,
x, y, x + size, y + halfSize );
TheDisplay->drawImage( image,
x2, y, x2 + size, y + halfSize );
y += (BORDER_LINE_SIZE / 2);
}
// y2 - y ... must now be less than a half piece
// check for equals and if not blit an adjusted half piece border pieces have
// a two pixel repeat so we will blit one pixel over if necessary to line up
// the art, but we'll cover-up the overlap with the corners
if( y < y2 )
{
y -= ((BORDER_LINE_SIZE / 2) - (((y2 - y) + 1) & ~1));
//Blit Half piece
TheDisplay->drawImage( image,
x, y, x + size, y + halfSize );
TheDisplay->drawImage( image,
x2, y, x2 + size, y + halfSize );
}
}
// Draw Corners
x = originalX - BORDER_CORNER_SIZE;
y = originalY - BORDER_CORNER_SIZE;
TheDisplay->drawImage( TheMappedImageCollection->findImageByName("FrameCornerUL"),
x, y, x + size, y + size );
x = maxX - BORDER_CORNER_SIZE;
y = originalY - BORDER_CORNER_SIZE;
TheDisplay->drawImage( TheMappedImageCollection->findImageByName("FrameCornerUR"),
x, y, x + size, y + size );
x = originalX - BORDER_CORNER_SIZE;
y = maxY - BORDER_CORNER_SIZE;
TheDisplay->drawImage( TheMappedImageCollection->findImageByName("FrameCornerLL"),
x, y, x + size, y + size );
x = maxX - BORDER_CORNER_SIZE;
y = maxY - BORDER_CORNER_SIZE;
TheDisplay->drawImage(TheMappedImageCollection->findImageByName("FrameCornerLR"),
x, y, x + size, y + size );
TheDisplay->enableClipping(FALSE);
}
//Specialized drawing function for the buttons with the weird drop shadow
// W3DMainMenuButtonDropShadowDraw ===============================================
/** Draw pushbutton with user supplied images */
//=============================================================================
void W3DMainMenuButtonDropShadowDraw( 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 );
// get image offset
xOffset = instData->m_imageOffset.x;
yOffset = instData->m_imageOffset.y;
//
// get pointer to image we want to draw depending on our state,
// see GadgetPushButton.h for info
//
if( BitTest( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
{
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
{
leftImage = GadgetButtonGetLeftDisabledSelectedImage( window );
rightImage = GadgetButtonGetRightDisabledSelectedImage( window );
centerImage = GadgetButtonGetMiddleDisabledSelectedImage( window );
}
else
{
leftImage = GadgetButtonGetLeftDisabledImage( window );
rightImage = GadgetButtonGetRightDisabledImage( window );
centerImage = GadgetButtonGetMiddleDisabledImage( window );
}
} // end if, disabled
else if( BitTest( instData->getState(), WIN_STATE_HILITED ) )
{
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
{
leftImage = GadgetButtonGetLeftHiliteSelectedImage( window );
rightImage = GadgetButtonGetRightHiliteSelectedImage( window );
centerImage = GadgetButtonGetMiddleHiliteSelectedImage( window );
}
else
{
leftImage = GadgetButtonGetLeftHiliteImage( window );
rightImage = GadgetButtonGetRightHiliteImage( window );
centerImage = GadgetButtonGetMiddleHiliteImage( window );
}
} // end else if, hilited and enabled
else
{
if( BitTest( instData->getState(), WIN_STATE_SELECTED ) )
{
leftImage = GadgetButtonGetLeftEnabledSelectedImage( window );
rightImage = GadgetButtonGetRightEnabledSelectedImage( window );
centerImage = GadgetButtonGetMiddleEnabledSelectedImage( window );
}
else
{
leftImage = GadgetButtonGetLeftEnabledImage( window );
rightImage = GadgetButtonGetRightEnabledImage( window );
centerImage = GadgetButtonGetMiddleEnabledImage( window );
}
} // end else, enabled only
// sanity, we need to have these images to make it look right
if( leftImage == NULL || rightImage == NULL ||
centerImage == 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 + yOffset;
// draw the center repeating bar
Int centerWidth, pieces;
// get width we have to draw our repeating center in
centerWidth = rightStart.x - leftEnd.x;
if( centerWidth <= 0)
{
// TheDisplay->setClipRegion(&clipRegion);
// draw left end
start.x = origin.x + xOffset;
start.y = origin.y + yOffset;
end.y = leftEnd.y;
end.x = origin.x + xOffset + size.x/2;
TheWindowManager->winDrawImage(leftImage, start.x, start.y, end.x, end.y);
// draw right end
start.y = rightStart.y;
start.x = end.x;
end.x = origin.x + size.x;
end.y = start.y + size.y;
TheWindowManager->winDrawImage(rightImage, start.x, start.y, end.x, end.y);
}
else
{
// how many whole repeating pieces will fit in that width
pieces = centerWidth / centerImage->getImageWidth();
// draw the pieces
start.x = leftEnd.x;
start.y = origin.y + yOffset;
end.y = start.y + size.y + yOffset; //centerImage->getImageHeight() + yOffset;
// TheDisplay->setClipRegion(&clipRegion);
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
// we will draw the image but clip the parts we don't want to show
IRegion2D reg;
reg.lo.x = start.x;
reg.lo.y = clipRegion.lo.y;
reg.hi.x = rightStart.x;
reg.hi.y = clipRegion.hi.y;
centerWidth = rightStart.x - start.x;
if( centerWidth > 0)
{
TheDisplay->setClipRegion(®);
end.x = start.x + centerImage->getImageWidth();
TheWindowManager->winDrawImage( centerImage,
start.x, start.y,
end.x, end.y );
TheDisplay->enableClipping(FALSE);
}
// TheDisplay->setClipRegion(&clipRegion);
// 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 = rightStart;
end.x = start.x + rightSize.x;
end.y = start.y + size.y;
TheWindowManager->winDrawImage(rightImage, start.x, start.y, end.x, end.y);
}
// draw the button text
if( instData->getTextLength() )
drawText( window, instData );
// get window position
window->winGetScreenPosition( &start.x, &start.y );
window->winGetSize( &size.x, &size.y );
// if we have a video buffer, draw the video buffer
if ( instData->m_videoBuffer )
{
TheDisplay->drawVideoBuffer( instData->m_videoBuffer, start.x, start.y, start.x + size.x, start.y + size.y );
}
PushButtonData *pData = (PushButtonData *)window->winGetUserData();
if( pData )
{
if( pData->overlayImage )
{
TheDisplay->drawImage( pData->overlayImage, start.x, start.y, start.x + size.x, start.y + size.y );
}
if( pData->drawClock )
{
if( pData->drawClock == NORMAL_CLOCK )
{
TheDisplay->drawRectClock(start.x, start.y, size.x, size.y, pData->percentClock,pData->colorClock);
}
else if( pData->drawClock == INVERSE_CLOCK )
{
TheDisplay->drawRemainingRectClock( start.x, start.y, size.x, size.y, pData->percentClock,pData->colorClock );
}
pData->drawClock = NO_CLOCK;
window->winSetUserData(pData);
}
if( pData->drawBorder && pData->colorBorder != GAME_COLOR_UNDEFINED )
{
TheDisplay->drawOpenRect(start.x - 1, start.y - 1, size.x + 2, size.y + 2, 1, pData->colorBorder);
}
}
// TheDisplay->enableClipping(FALSE);
} // end W3DGadgetPushButtonImageDraw
// drawButtonText =============================================================
/** Draw button text to the screen */
//=============================================================================
static void drawText( 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 );
// set whether or not we center the wrapped text
text->setWordWrapCentered( BitTest( instData->getStatus(), WIN_STATUS_WRAP_CENTERED ));
text->setWordWrap(size.x);
// 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.x / 2) - (width / 2);
textPos.y = origin.y + (size.y / 2) - (height / 2);
// text->setClipRegion(&clipRegion);
// draw it
text->draw( textPos.x, textPos.y, textColor, dropColor );
} // end drawButtonText
// W3DMainMenuRandomTextDraw ==================================================
/** Specialized drawing function for the random text */
//=============================================================================
void W3DMainMenuRandomTextDraw( GameWindow *window, WinInstanceData *instData )
{
TextData *tData = (TextData *)window->winGetUserData();
Color textColor, textOutlineColor;
ICoord2D size, origin, textPos;
Int textWidth, textHeight;
IRegion2D textclipRegion;
// get window position and size
window->winGetScreenPosition( &origin.x, &origin.y );
window->winGetSize( &size.x, &size.y );
textColor = window->winGetDisabledTextColor();
textOutlineColor = window->winGetDisabledTextBorderColor();
// draw the text
if( !(tData->text && (textColor != WIN_COLOR_UNDEFINED)) )
return;
DisplayString *text = tData->text;
//Init the clip region
textclipRegion.lo.x = origin.x + 1;
textclipRegion.lo.y = origin.y + 1;
textclipRegion.hi.x = origin.x + size.x - 1;
textclipRegion.hi.y = origin.y + size.y - 1;
// how much space will this text take up
text->getSize( &textWidth, &textHeight );
// draw the text
textPos.x = origin.x;
textPos.y = origin.y + (size.y / 2) - (textHeight / 2);
text->setClipRegion(&textclipRegion);
text->draw( textPos.x, textPos.y, textColor, textOutlineColor );
}
void W3DThinBorderDraw( GameWindow *window, WinInstanceData *instData )
{
ICoord2D start, size;
const Image *image;
//W3DGameWinDefaultDraw( window, instData );
// TheDisplay->setClipRegion(&clipRegion);
window->winGetScreenPosition( &start.x, &start.y );
window->winGetSize( &size.x, &size.y );
image = window->winGetEnabledImage( 0 );
if( image )
{
ICoord2D begin, end;
begin.x = start.x + instData->m_imageOffset.x;
begin.y = start.y + instData->m_imageOffset.y;
end.x = begin.x + size.x;
end.y = begin.y + size.y;
TheWindowManager->winDrawImage( image, begin.x, begin.y, end.x, end.y );
} // end if
// get window position
// TheDisplay->drawOpenRect(start.x - 1, start.y - 1, size.x + 2, size.y + 2, 1, BrownishColor);
TheDisplay->enableClipping(FALSE);
}
void W3DMainMenuInit( WindowLayout *layout, void *userData )
{
/*
GameWindow *parent = layout->getFirstWindow();
// NameKeyType buttonWorldBuilderID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonWorldBuilder" );
// GameWindow *buttonWorldBuilder = TheWindowManager->winGetWindowFromId( parent, buttonWorldBuilderID );
// if (buttonWorldBuilder)
// buttonWorldBuilder->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
NameKeyType staticTextRandom1ID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:StaticTextRandom1" );
NameKeyType staticTextRandom2ID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:StaticTextRandom2" );
GameWindow *staticTextRandom1 = TheWindowManager->winGetWindowFromId( parent, staticTextRandom1ID);
GameWindow *staticTextRandom2 = TheWindowManager->winGetWindowFromId( parent, staticTextRandom2ID);
if (staticTextRandom1)
staticTextRandom1->winSetDrawFunc(W3DMainMenuRandomTextDraw);
if (staticTextRandom2)
staticTextRandom2->winSetDrawFunc(W3DMainMenuRandomTextDraw);
// //NameKeyType getUpdateID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonGetUpdate" );
NameKeyType buttonUSAID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonUSA" );
NameKeyType buttonGLAID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonGLA" );
NameKeyType buttonChinaID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonChina" );
NameKeyType skirmishID = TheNameKeyGenerator->nameToKey( AsciiString("MainMenu.wnd:ButtonSkirmish") );
NameKeyType onlineID = TheNameKeyGenerator->nameToKey( AsciiString("MainMenu.wnd:ButtonOnline") );
NameKeyType networkID = TheNameKeyGenerator->nameToKey( AsciiString("MainMenu.wnd:ButtonNetwork") );
GameWindow *button = TheWindowManager->winGetWindowFromId( parent, skirmishID );
if (button)
button->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
button = TheWindowManager->winGetWindowFromId( parent, onlineID );
if (button)
button->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
button = TheWindowManager->winGetWindowFromId( parent, networkID );
if (button)
button->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
//GameWindow *getUpdate = TheWindowManager->winGetWindowFromId( parent, getUpdateID );
// if (getUpdate)
// getUpdate->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
GameWindow *buttonUSA = TheWindowManager->winGetWindowFromId( parent, buttonUSAID );
if (buttonUSA)
buttonUSA->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
GameWindow *buttonGLA = TheWindowManager->winGetWindowFromId( parent, buttonGLAID );
if (buttonGLA)
buttonGLA->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
GameWindow *buttonChina = TheWindowManager->winGetWindowFromId( parent, buttonChinaID );
if (buttonChina)
buttonChina->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
GameWindow *win = NULL;
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonMultiBack"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonSingleBack"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonExit"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonOptions"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonMultiplayer"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonSinglePlayer"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonReplay"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonLoadGame"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonLoadReplay"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonLoadReplayBack"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonTRAINING"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonCredits"));
if(win)
win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
GameWindow *clipRegionWin = TheWindowManager->winGetWindowFromId( parent, TheNameKeyGenerator->nameToKey( AsciiString("MainMenu.wnd:MapBorder") ));
Int x,y,width,height;
clipRegionWin->winGetScreenPosition(&x, &y);
clipRegionWin->winGetSize(&width, &height);
clipRegion.lo.x = x - 10;
clipRegion.lo.y = y ;
clipRegion.hi.x = x + width + 10;
clipRegion.hi.y = y + height + 10;
*/
MainMenuInit( layout, userData );
}
void W3DCreditsMenuDraw( GameWindow *window, WinInstanceData *instData )
{
TheCredits->draw();
}