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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: RadioButton.cpp //////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: \projects\RTS\code\gameengine\Source\GameClient\GUI\Gadget\GadgetTabControl.cpp
- //
- // Created: Graham Smallwood, November 2001
- //
- // Desc: Tab Set GUI 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/GameWindowManager.h"
- #include "GameClient/Gadget.h"
- #include "GameClient/GadgetTabControl.h"
- // DEFINES ////////////////////////////////////////////////////////////////////
- // PRIVATE TYPES //////////////////////////////////////////////////////////////
- // PRIVATE DATA ///////////////////////////////////////////////////////////////
- // PUBLIC DATA ////////////////////////////////////////////////////////////////
- // PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- // GadgetTabControlInput =====================================================
- /** Handle input for TabControl */
- //=============================================================================
- WindowMsgHandledType GadgetTabControlInput( GameWindow *tabControl, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- // WinInstanceData *instData = tabControl->winGetInstanceData();
- TabControlData *tabData = (TabControlData *)tabControl->winGetUserData();
- Int tabX, tabY;
- tabControl->winGetScreenPosition( &tabX, &tabY );
- Int mouseX = LOLONGTOSHORT(mData1) - tabX;//mData1 is packedMouseCoords in screen space
- Int mouseY = HILONGTOSHORT(mData1) - tabY;
- Int tabsLeft = tabData->tabsLeftLimit;
- Int tabsRight = tabData->tabsRightLimit;
- Int tabsBottom = tabData->tabsBottomLimit;
- Int tabsTop = tabData->tabsTopLimit;
- switch( msg )
- {
- case GWM_LEFT_DOWN:
- {
- if( (mouseX < tabsLeft)
- || (mouseX > tabsRight)
- || (mouseY < tabsTop)
- || (mouseY > tabsBottom)
- )
- {//I eat input on myself that isn't a tab (a button click would mean I don't see the input ever.)
- return MSG_HANDLED;
- }
- Int distanceIn;
- Int tabSize;
- if( (tabData->tabEdge == TP_RIGHT_SIDE) || (tabData->tabEdge == TP_LEFT_SIDE) )
- {//scan down to find which button
- distanceIn = mouseY - tabsTop;
- tabSize = tabData->tabHeight;
- }
- else
- {//scan right to find which button
- distanceIn = mouseX - tabsLeft;
- tabSize = tabData->tabWidth;
- }
- Int tabPressed = distanceIn / tabSize;
- if( ! tabData->subPaneDisabled[tabPressed] && (tabPressed != tabData->activeTab) )
- GadgetTabControlShowSubPane( tabControl, tabPressed );
- }
- default:
- {
- return MSG_IGNORED;
- }
- }
- return MSG_HANDLED;
- } // end GadgetTabControlInput
- // GadgetTabControlSystem ====================================================
- /** Handle system messages for TabControl */
- //=============================================================================
- WindowMsgHandledType GadgetTabControlSystem( GameWindow *tabControl, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- switch( msg )
- {
- // ------------------------------------------------------------------------
- case GWM_CREATE:
- break;
- // ------------------------------------------------------------------------
- case GWM_DESTROY:
- {
- TabControlData *tabData = (TabControlData *)tabControl->winGetUserData();
- // free tab control user data
- delete tabData;
- break;
-
- } // end destroy
- case GGM_RESIZED:
- {//On resize, we need to upkeep the pane sizes and tabs since they are bound to us
- GadgetTabControlResizeSubPanes( tabControl );
- GadgetTabControlComputeTabRegion( tabControl );
- break;
- }
- case GBM_SELECTED:
- {//Pass buttons messages up
- GameWindow *parent = tabControl->winGetParent();
- if( parent )
- return TheWindowManager->winSendSystemMsg( parent, msg, mData1, mData2 );
- }
- default:
- return MSG_IGNORED;
- } // end switch( msg )
- return MSG_HANDLED;
- } // end GadgetTabControlSystem
- void GadgetTabControlComputeTabRegion( GameWindow *tabControl )///< Recalc the tab positions based on userData
- {
- Int winWidth, winHeight;
- tabControl->winGetSize( &winWidth, &winHeight );
- TabControlData *tabData = (TabControlData *)tabControl->winGetUserData();
- Int horzOffset = 0, vertOffset = 0;
- if( (tabData->tabEdge == TP_TOP_SIDE) || (tabData->tabEdge == TP_BOTTOM_SIDE) )
- {
- if( tabData->tabOrientation == TP_CENTER )
- {
- horzOffset = winWidth - ( 2 * tabData->paneBorder ) - ( tabData->tabCount * tabData->tabWidth );
- horzOffset /= 2;
- }
- else if( tabData->tabOrientation == TP_BOTTOMRIGHT )
- {
- horzOffset = winWidth - ( 2 * tabData->paneBorder ) - ( tabData->tabCount * tabData->tabWidth );
- }
- else if( tabData->tabOrientation == TP_TOPLEFT )
- {
- horzOffset = 0;
- }
- }
- else
- {
- if( tabData->tabOrientation == TP_CENTER )
- {
- vertOffset = winHeight - ( 2 * tabData->paneBorder ) - ( tabData->tabCount * tabData->tabHeight );
- vertOffset /= 2;
- }
- else if( tabData->tabOrientation == TP_BOTTOMRIGHT )
- {
- vertOffset = winHeight - ( 2 * tabData->paneBorder ) - ( tabData->tabCount * tabData->tabHeight );
- }
- else if( tabData->tabOrientation == TP_TOPLEFT )
- {
- vertOffset = 0;
- }
- }
- if( tabData->tabEdge == TP_TOP_SIDE )
- {
- tabData->tabsTopLimit = tabData->paneBorder;
- tabData->tabsBottomLimit = tabData->paneBorder + tabData->tabHeight;
- tabData->tabsLeftLimit = tabData->paneBorder + horzOffset;
- tabData->tabsRightLimit = tabData->paneBorder + horzOffset + ( tabData->tabWidth * tabData->tabCount );
- }
- else if( tabData->tabEdge == TP_BOTTOM_SIDE )
- {
- tabData->tabsTopLimit = winHeight - tabData->paneBorder - tabData->tabHeight;
- tabData->tabsBottomLimit = winHeight - tabData->paneBorder;
- tabData->tabsLeftLimit = tabData->paneBorder + horzOffset;
- tabData->tabsRightLimit = tabData->paneBorder + horzOffset + ( tabData->tabWidth * tabData->tabCount );
- }
- else if( tabData->tabEdge == TP_RIGHT_SIDE )
- {
- tabData->tabsLeftLimit = winWidth - tabData->paneBorder - tabData->tabWidth;
- tabData->tabsRightLimit = winWidth - tabData->paneBorder;
- tabData->tabsTopLimit = tabData->paneBorder + vertOffset;
- tabData->tabsBottomLimit = tabData->paneBorder + vertOffset + ( tabData->tabHeight * tabData->tabCount );
- }
- else if( tabData->tabEdge == TP_LEFT_SIDE )
- {
- tabData->tabsLeftLimit = tabData->paneBorder;
- tabData->tabsRightLimit = tabData->paneBorder + tabData->tabWidth;
- tabData->tabsTopLimit = tabData->paneBorder + vertOffset;
- tabData->tabsBottomLimit = tabData->paneBorder + vertOffset + ( tabData->tabHeight * tabData->tabCount );
- }
- }
- void GadgetTabControlComputeSubPaneSize( GameWindow *tabControl, Int *width, Int *height, Int *x, Int *y )
- {
- Int winWidth, winHeight;
- tabControl->winGetSize( &winWidth, &winHeight );
- TabControlData *tabData = (TabControlData *)tabControl->winGetUserData();
- if( (tabData->tabEdge == TP_TOP_SIDE) || (tabData->tabEdge == TP_BOTTOM_SIDE) )
- *height = winHeight - (2 * tabData->paneBorder) - tabData->tabHeight;
- else
- *height = winHeight - (2 * tabData->paneBorder);
- if( (tabData->tabEdge == TP_LEFT_SIDE) || (tabData->tabEdge == TP_RIGHT_SIDE) )
- *width = winWidth - (2 * tabData->paneBorder) - tabData->tabWidth;
- else
- *width = winWidth - (2 * tabData->paneBorder);
- if( tabData->tabEdge == TP_LEFT_SIDE )
- *x = tabData->paneBorder + tabData->tabWidth;
- else
- *x = tabData->paneBorder;
- if( tabData->tabEdge == TP_TOP_SIDE )
- *y = tabData->paneBorder + tabData->tabHeight;
- else
- *y = tabData->paneBorder;
- }
- void GadgetTabControlShowSubPane( GameWindow *tabControl, Int whichPane)
- {
- TabControlData *tabData = (TabControlData *)tabControl->winGetUserData();
- for( Int paneIndex = 0; paneIndex < NUM_TAB_PANES; paneIndex++ )
- {
- if( tabData->subPanes[paneIndex] != NULL )
- tabData->subPanes[paneIndex]->winHide( true );
- }
- if( tabData->subPanes[whichPane] )
- tabData->activeTab = whichPane;
- else
- tabData->activeTab = 0;
- tabData->activeTab = min( tabData->activeTab, tabData->tabCount - 1 );
- tabData->subPanes[tabData->activeTab]->winHide( false );
- }
- void GadgetTabControlCreateSubPanes( GameWindow *tabControl )///< Create User Windows attached to userData as Panes
- {//These two funcs are called after all the Editor set data is updated
- TabControlData *tabData = (TabControlData *)tabControl->winGetUserData();
- Int width, height, x, y;
- GadgetTabControlComputeSubPaneSize(tabControl, &width, &height, &x, &y);
- for( Int paneIndex = 0; paneIndex < NUM_TAB_PANES; paneIndex++ )
- {
- if( (tabData->subPanes[paneIndex] == NULL) )//This one is blank
- {
- tabData->subPanes[paneIndex] = TheWindowManager->winCreate( tabControl,
- WIN_STATUS_NONE, x, y,
- width, height,
- PassSelectedButtonsToParentSystem,
- NULL);
- WinInstanceData *instData = tabData->subPanes[paneIndex]->winGetInstanceData();
- BitSet( instData->m_style, GWS_TAB_PANE );
- char buffer[20];
- sprintf( buffer, "Pane %d", paneIndex );
- instData->m_decoratedNameString = buffer;
- //set enabled status to that of Parent
- tabData->subPanes[paneIndex]->winEnable( BitTest(tabControl->winGetStatus(), WIN_STATUS_ENABLED) );
- }
- else//this one exists, tabCount will control keeping extra panes perma-hidden
- {
- tabData->subPanes[paneIndex]->winSetSize( width, height );
- tabData->subPanes[paneIndex]->winSetPosition( x, y );
- }
- }
- GadgetTabControlShowSubPane( tabControl, tabData->activeTab );
- }
- void GadgetTabControlResizeSubPanes( GameWindow *tabControl )
- {
- TabControlData *tabData = (TabControlData *)tabControl->winGetUserData();
- Int width, height, x, y;
- GadgetTabControlComputeSubPaneSize(tabControl, &width, &height, &x, &y);
- for( Int paneIndex = 0; paneIndex < NUM_TAB_PANES; paneIndex++ )
- {
- if( tabData->subPanes[paneIndex] )
- {
- tabData->subPanes[paneIndex]->winSetSize( width, height );
- tabData->subPanes[paneIndex]->winSetPosition( x, y );
- }
- }
- }
- ///<In game creation finished, hook up Children to SubPane array
- void GadgetTabControlFixupSubPaneList( GameWindow *tabControl )
- {
- Int childIndex =0;
- TabControlData *tabData = (TabControlData *)tabControl->winGetUserData();
- GameWindow *child = tabControl->winGetChild();
- if( child )
- {//need to write down children, and they are reversed from our array
- while( child->winGetNext() != NULL )
- {
- child = child->winGetNext();
- }
- while( child )
- {
- tabData->subPanes[childIndex] = child;
- childIndex++;
- child = child->winGetPrev();
- }
- }
- }
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