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- //
- // Copyright 2020 Electronic Arts Inc.
- //
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
- // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
- // in the hope that it will be useful, but with permitted additional restrictions
- // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
- // distributed with this program. You should have received a copy of the
- // GNU General Public License along with permitted additional restrictions
- // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
- /* $Header: /CounterStrike/GADGET.H 1 3/03/97 10:24a Joe_bostic $ */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name : Command & Conquer *
- * *
- * File Name : GADGET.H *
- * *
- * Programmer : Maria del Mar McCready Legg *
- * *
- * Start Date : January 3, 1995 *
- * *
- * Last Update : January 3, 1995 [MML] *
- * *
- * *
- * LinkClass [This is the linked list manager class. It keeps a record *
- * ³ of the next and previous gadget in the list. It is possible *
- * ³ delete a gadget out of the middle of the list with this *
- * ³ class.] *
- * ³ *
- * GadgetClass [The is the basic gadget class. It handles processing of *
- * ³ input events and dispatching the appropriate functions. *
- * ³ All gadgets must be derived from this class.] *
- * ÃÄÄÄÄ¿ *
- * ³ ³ *
- * ³ ListClass [This list class functions like a list box does in Windows. It *
- * ³ keeps track of a list of text strings. This list can be *
- * ³ scrolled and an item selected. If the list becomes larger than *
- * ³ can be completely displayed, it will automatically create a *
- * ³ slider (at the right edge) to manage the scrolling.] *
- * ³ *
- * ControlClass [This class adds the concept of giving an ID number to the *
- * ³ gadget. This ID can then be returned from the Input() *
- * ³ function as if it were a pseudo-keystroke. Additionally, *
- * ³ the ability to inform another button that this button has *
- * ³ been actioned is allowed. This ability allows one button *
- * ³ to watch what happens to another button. Example: a list *
- * ³ box gadget can tell when an attached slider has been *
- * ³ touched.] *
- * ÚÄÄÄÄÄÄÄÅÄÄÄÄ¿ *
- * ³ ³ ³ *
- * ³ ³ GaugeClass [This class looks similar to Windows slider, but has *
- * ³ ³ ³ a different controlling logic. There is no thumb and *
- * ³ ³ ³ it serves as a simple variable control setting. This *
- * ³ ³ ³ is analogous to a volume slider.] *
- * ³ ³ ³ *
- * ³ ³ SliderClass [The slider class is similar to the typical Windows slider. It *
- * ³ ³ has a current setting, a thumb, and a controllable scale. This *
- * ³ ³ is the object created to handle a scrolling list box.] *
- * ³ ³ *
- * ³ EditClass *
- * ³ *
- * ³ *
- * ToggleClass [The toggle class is used for buttons that have an image and behave just *
- * ³ like the buttons in Windows do. That is, they have a separate visual for *
- * ³ when they are pressed and raised. They are officially triggered (return *
- * ³ their ID number) when the mouse button is released while over the button. *
- * ³ This class doesn't perform any rendering itself. It merely provides the *
- * ³ logic so that the derived classes will function correctly.] *
- * ÚÄÁÄÄÄÄ¿ *
- * ³ ³ *
- * ³ TextButtonClass [The text button functions like a normal Windows style button, but *
- * ³ the imagery is based on text that is displayed on the button. A *
- * ³ typical example would be the "OK" or "Cancel" buttons.] *
- * ³ *
- * ShapeButtonClass [The shape buttons is similar to the TextButton but instead of text *
- * being used to give the button its imagery, an actual shape is used *
- * instead. This allows graphic buttons. These are similar to the up/down *
- * arrows seen in a Windows slider.] *
- * *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #ifndef GADGET_H
- #define GADGET_H
- #include "link.h"
- class ControlClass;
- class GadgetClass : public LinkClass
- {
- public:
- friend class DLLExportClass; // ST - 5/13/2019
- typedef enum FlagEnum {
- LEFTPRESS = 0x0001, // Left mouse button press.
- LEFTHELD = 0x0002, // Left mouse button is being held down.
- LEFTRELEASE = 0x0004, // Left mouse button released.
- LEFTUP = 0x0008, // Left mouse button is being held up.
- RIGHTPRESS = 0x0010, // Right mouse button press.
- RIGHTHELD = 0x0020, // Right mouse button is being held down.
- RIGHTRELEASE = 0x0040, // Right mouse button released.
- RIGHTUP = 0x0080, // Right mouse button is being held up.
- KEYBOARD = 0x0100 // Keyboard input processing (maybe).
- } FlagEnum;
- GadgetClass(int x, int y, int w, int h, unsigned flags, int sticky=false);
- GadgetClass(NoInitClass const & x) : LinkClass(x) {};
- GadgetClass(void) {};
- GadgetClass(GadgetClass const & gadget);
- virtual ~GadgetClass(void);
- /*
- ** Gadget list management functions.
- */
- virtual KeyNumType Input(void);
- virtual void Draw_All(bool forced=true);
- virtual void Delete_List(void);
- virtual ControlClass * Extract_Gadget(unsigned id);
- virtual void Flag_List_To_Redraw(void) {LastList = 0;};
- virtual GadgetClass * Remove(void);
- virtual GadgetClass * Get_Next(void) const;
- virtual GadgetClass * Get_Prev(void) const;
- /*
- ** Manages individual gadget states and actions.
- */
- virtual void Disable(void);
- virtual void Enable(void);
- virtual unsigned Get_ID(void) const {return 0;};
- virtual void Flag_To_Redraw(void);
- virtual void Peer_To_Peer(unsigned , KeyNumType & , ControlClass & ) {};
- virtual void Set_Focus(void);
- virtual void Clear_Focus(void);
- virtual bool Has_Focus(void);
- virtual int Is_List_To_Redraw(void);
- virtual bool Is_To_Redraw(void) {return (IsToRepaint);}
- virtual void Set_Position(int x, int y);
- /*
- ** General render function.
- */
- virtual int Draw_Me(int forced=false);
- /*
- ** Sets the current color scheme
- */
- static void Set_Color_Scheme(RemapControlType *scheme)
- { ColorScheme = scheme; }
- static RemapControlType * Get_Color_Scheme(void)
- { return (ColorScheme); }
- /*
- ** This is the coordinates and dimensions of the gadget region. These are in
- ** absolute screen pixel coordinates.
- */
- int X;
- int Y;
- int Width;
- int Height;
- protected:
- /*
- ** Processes the event flags so that if this gadget needs to "stick" or
- ** "unstick", it will be properly flagged. Call this function if you are
- ** going to clear the button press flags before calling the base class
- ** Action() function. Otherwise, calling this function manually, is
- ** unnecessary since the base class Action() function already does so.
- */
- virtual void Sticky_Process(unsigned flags);
- /*
- ** This is the action function that will be called whenever the flags and mouse
- ** input indicates. This is the main method by which this button performs a useful
- ** function.
- */
- virtual int Action(unsigned flags, KeyNumType & key);
- /*
- ** This is a record of the last list passed to the Input() function. If a list
- ** different than the last recorded one is detected, then the draw function is
- ** called for every gadget in the list. This causes all buttons to be redrawn the
- ** fire time Input() is called without forced a manual call to Draw_All().
- */
- static GadgetClass * LastList;
- /*
- ** This points to the gadget that has the keyboard focus. All keyboard only
- ** events are fed to this gadget to the exclusion of all others.
- */
- static GadgetClass * Focused;
- /*
- ** This button should call the Draw_Me function because some graphic element needs
- ** to be redrawn. This flag is set by default if the Action function is called.
- */
- unsigned IsToRepaint:1;
- public: // HACK HACK HACK.. this is here because the sidebar buttons are static.
- /*
- ** A sticky button is one that is processed to the exclusion of all other buttons
- ** IF the mouse was pressed down while over this button and the mouse continues
- ** to remain pressed. This is the standard behavior for all normal Windows style
- ** buttons.
- */
- unsigned IsSticky:1;
- // ajw - Publicized StuckOn 7/30/98 (was protected)
- /*
- ** If there is a sticky button being processed, then this will point to it. A sticky
- ** button is one that will ONLY be processed while the mouse button is being
- ** held down.
- */
- static GadgetClass * StuckOn;
- protected:
- /*
- ** If the button is disabled, then it won't be processed by the input function. It will
- ** have its Draw_Me function called as necessary. In order to not display the button
- ** at all, the appropriate draw function should perform no action -- just return. Or,
- ** just remove the button from the list.
- */
- unsigned IsDisabled:1;
- /*
- ** These are the action flags that are used to determine when the action function
- ** should be called. Example: If this gadget only wants the action button called when
- ** the left mouse button is pressed over the its region, then the flag will be set
- ** to LEFTPRESS.
- */
- unsigned Flags;
- /*
- ** This is the current color scheme; it must be initialized by the app.
- */
- static RemapControlType *ColorScheme;
- private:
- public: //ST - 5/14/2019
- virtual int Clicked_On(KeyNumType & key, unsigned flags, int x, int y);
- };
- //PG
- //inline GadgetClass::FlagEnum operator |(GadgetClass::FlagEnum, GadgetClass::FlagEnum);
- //inline GadgetClass::FlagEnum operator &(GadgetClass::FlagEnum, GadgetClass::FlagEnum);
- //inline GadgetClass::FlagEnum operator ~(GadgetClass::FlagEnum);
- inline GadgetClass::FlagEnum operator|(GadgetClass::FlagEnum a, GadgetClass::FlagEnum b)
- {
- return static_cast<GadgetClass::FlagEnum>(static_cast<int>(a) | static_cast<int>(b));
- }
- inline GadgetClass::FlagEnum operator&(GadgetClass::FlagEnum a, GadgetClass::FlagEnum b)
- {
- return static_cast<GadgetClass::FlagEnum>(static_cast<int>(a) & static_cast<int>(b));
- }
- inline GadgetClass::FlagEnum operator~(GadgetClass::FlagEnum a)
- {
- return static_cast<GadgetClass::FlagEnum>(~static_cast<int>(a));
- }
- #endif
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