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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: EditWindow.h /////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: EditWindow.h
- //
- // Created: Colin Day, July 2001
- //
- // Desc: Main edit window for the GUI editing tool
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __EDITWINDOW_H_
- #define __EDITWINDOW_H_
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- #include <stdlib.h>
- #include <windows.h>
- // USER INCLUDES //////////////////////////////////////////////////////////////
- #include "GUIEditColor.h"
- #include "Lib/BaseType.h"
- #include "GameClient/Image.h"
- #include "GameClient/GameWindow.h"
- #include "WW3D2/AssetMgr.h"
- #include "WW3D2/Render2D.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // TYPE DEFINES ///////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // EditWindow -----------------------------------------------------------------
- /** The edit window singleton definition, this is where we create and
- * interact with GUI controls for this tool */
- //-----------------------------------------------------------------------------
- class EditWindow
- {
- public:
- EditWindow( void );
- ~EditWindow( void );
- /// initialize the edit window singleton
- void init( UnsignedInt clientWidth, UnsignedInt clientHeight );
- void shutdown( void ); ///< free all data
- void draw( void ); ///< draw the edit window
- void updatePulse( void ); ///< pulse message from timer
- HWND getWindowHandle( void ); ///< get window handle
- void setSize( ICoord2D *size ); ///< set width and height for edit window
- void getSize( ICoord2D *size ); ///< get width and height for edit window
- RGBColorReal getBackgroundColor( void ); ///< return the background color
- void setBackgroundColor( RGBColorReal color ); ///< set background color
- void setDragMoveOrigin( ICoord2D *pos ); ///< for drag moving
- void setDragMoveDest( ICoord2D *pos ); ///< for drag moving
- ICoord2D getDragMoveOrigin( void ); ///< for keybord moving
- ICoord2D getDragMoveDest( void ); ///< for keyboard moving
- void notifyWindowDeleted( GameWindow *window ); ///< window has been deleted
- /// mouse event has occurred, button up/down, move etc.
- void mouseEvent( UnsignedInt windowsMessage, WPARAM wParam, LPARAM lParam );
- void getPopupMenuClickPos( ICoord2D *pos ); ///< get popup menu click loc
- void openPopupMenu( Int x, Int y ); ///< open floating popup right click menu
- // **************************************************************************
- /// draw a line on the display in screen coordinates
- void drawLine( Int startX, Int startY, Int endX, Int endY,
- Real lineWidth, UnsignedInt lineColor );
- /// draw a rect border on the display in pixel coordinates with the specified color
- void drawOpenRect( Int startX, Int startY, Int width, Int height,
- Real lineWidth, UnsignedInt lineColor );
- /// draw a filled rect on the display in pixel coords with the specified color
- void drawFillRect( Int startX, Int startY, Int width, Int height,
- UnsignedInt color );
- /// draw an image fit within the screen coordinates
- void drawImage( const Image *image, Int startX, Int startY,
- Int endX, Int endY, Color color = 0xFFFFFFFF );
- /// image clipping support
- void setClipRegion( IRegion2D *region ) {m_clipRegion = *region; m_isClippedEnabled = TRUE;}
- Bool isClippingEnabled( void ) { return m_isClippedEnabled; }
- void enableClipping( Bool onoff ) { m_isClippedEnabled = onoff; }
- protected:
- void registerEditWindowClass( void ); ///< register class with OS
- /// callback from windows, NOTE that it's static and has no this pointer
- static LRESULT CALLBACK editProc( HWND hWnd, UINT message,
- WPARAM wParam, LPARAM lParam );
- void drawGrid( void ); ///< draw the grid
- void drawSeeThruOutlines( GameWindow *windowList, Color c );
- void drawHiddenOutlines( GameWindow *windowList, Color c );
- void drawUIFeedback( void ); ///< draw UI visual feedback
- /// if mouse is close to selected window allow resize
- void handleResizeAvailable( Int mouseX, Int mouseY );
- //
- // these methods check to see if the mouse is close enough to the
- // given geometry region (usually for resizing controls)
- //
- Bool inCornerTolerance( ICoord2D *dest, ICoord2D *source, Int tolerance );
- Bool inLineTolerance( ICoord2D *dest, ICoord2D *lineStart, ICoord2D *lineEnd,
- Int tolerance );
- // ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
- static Bool m_classRegistered; ///< TRUE when we've register with OS
- static char *m_className; ///< name for windows class
- ICoord2D m_size; ///< width and height of edit window
- UnsignedByte m_bitDepth; ///< bit depth for edit window
- HWND m_editWindowHWnd; ///< edit window handle
- Int m_pulse; ///< for visual feedback that looks cool!
- RGBColorReal m_backgroundColor; ///< the background color
- Bool m_w3dInitialized; ///< TRUE once W3D is up
- WW3DAssetManager *m_assetManager; ///< asset manager for WW3D
- Render2DClass *m_2DRender; ///< our 2D renderer
- ICoord2D m_popupMenuClickPos; ///< position where popup menu was created at
- GameWindow *m_pickedWindow; ///< picked window from mouse click editing
- ICoord2D m_dragMoveOrigin; ///< mouse click position to start drag move
- ICoord2D m_dragMoveDest; ///< destination for drag move
- Bool m_dragSelecting; ///< TRUE when drawing a selection box
- IRegion2D m_selectRegion; ///< region for selection box
- Bool m_resizingWindow; ///< TRUE when drag resizing a window
- GameWindow *m_windowToResize; ///< the window to resize
- ICoord2D m_resizeOrigin; ///< mouse clicked down here to drag resize
- ICoord2D m_resizeDest; ///< mouse pos when dragging around to resize
- IRegion2D m_clipRegion; ///< the clipping region for images
- Bool m_isClippedEnabled; ///<used by 2D drawing operations to define clip re
- }; // end EditWindow
- ///////////////////////////////////////////////////////////////////////////////
- // INLINING ///////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- inline HWND EditWindow::getWindowHandle( void ) { return m_editWindowHWnd; }
- inline void EditWindow::getSize( ICoord2D *size ) { *size = m_size; }
- inline void EditWindow::getPopupMenuClickPos( ICoord2D *pos ) { *pos = m_popupMenuClickPos; }
- inline void EditWindow::setDragMoveDest( ICoord2D *pos ) { if( pos ) m_dragMoveDest = *pos; }
- inline void EditWindow::setDragMoveOrigin( ICoord2D *pos ) { if( pos ) m_dragMoveOrigin = *pos; }
- inline ICoord2D EditWindow::getDragMoveDest( void ) { return m_dragMoveDest; }
- inline ICoord2D EditWindow::getDragMoveOrigin( void ) { return m_dragMoveOrigin; }
- ///////////////////////////////////////////////////////////////////////////////
- // EXTERNALS //////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- extern EditWindow *TheEditWindow; ///< edit window singleton extern
- #endif // __EDITWINDOW_H_
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