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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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 <windows.h>
- #include <mmsystem.h>
- #include <time.h>
- //-----------------------------------------------------------------------------
- // 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();
- }
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