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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/TAB.CPP 1 3/03/97 10:25a 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 : TAB.CPP *
- * *
- * Programmer : Joe L. Bostic *
- * *
- * Start Date : 12/15/94 *
- * *
- * Last Update : September 20, 1995 [JLB] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * TabClass::AI -- Handles player I/O with the tab buttons. *
- * TabClass::Draw_It -- Displays the tab buttons as necessary. *
- * TabClass::One_Time -- Performs one time initialization of tab handler class. *
- * TabClass::Set_Active -- Activates a "filefolder tab" button. *
- * TabClass::TabClass -- Default construct for the tab button class. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- void const * TabClass::TabShape = NULL;
- /***********************************************************************************************
- * TabClass::TabClass -- Default construct for the tab button class. *
- * *
- * The default constructor merely sets the tab buttons to default non-selected state. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/15/1994 JLB : Created. *
- *=============================================================================================*/
- TabClass::TabClass(void) :
- FlasherTimer(0),
- IsToRedraw(false),
- MoneyFlashTimer(0)
- {
- }
- /***********************************************************************************************
- * TabClass::Draw_It -- Displays the tab buttons as necessary. *
- * *
- * This routine is called whenever the display is being redrawn (in some fashion). The *
- * parameter can be used to force the tab buttons to redraw completely. The default action *
- * is to only redraw if the tab buttons have been explicitly flagged to be redraw. The *
- * result of this is the elimination of unnecessary redraws. *
- * *
- * INPUT: complete -- bool; Force redraw of the entire tab button graphics? *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/15/1994 JLB : Created. *
- * 05/19/1995 JLB : New EVA style. *
- *=============================================================================================*/
- #define EVA_WIDTH 80
- #define TAB_HEIGHT 8
- void TabClass::Draw_It(bool complete)
- {
- SidebarClass::Draw_It(complete);
- if (Debug_Map) {
- return;
- }
- // Disable tab drawing for menu, credits buttons etc. ST - 5/27/2019
- #if (0)
- /*
- ** Redraw the top bar imagery if flagged to do so or if the entire display needs
- ** to be redrawn.
- */
- if ((complete || IsToRedraw) && LogicPage->Lock()) {
- int width = SeenBuff.Get_Width();
- int rightx = width - 1;
- int tab_height = TAB_HEIGHT * RESFACTOR;
- LogicPage->Fill_Rect(0, 0, rightx, tab_height-1, BLACK);
- // LogicPage->Fill_Rect(0, 0, rightx, tab_height-(2 * RESFACTOR), BLACK);
- #ifdef WIN32
- /*
- ** Use the new sidebar art for 640x400
- */
- CC_Draw_Shape(TabShape, 0, 0, 0, WINDOW_MAIN, SHAPE_NORMAL);
- #else
- CC_Draw_Shape(TabShape, 2, 0, 0, WINDOW_MAIN, SHAPE_NORMAL);
- #endif
- Draw_Credits_Tab();
- LogicPage->Draw_Line(0, tab_height-(1* RESFACTOR), rightx, tab_height-(1 * RESFACTOR), BLACK);
- #ifdef WIN32
- Fancy_Text_Print(TXT_TAB_BUTTON_CONTROLS, (EVA_WIDTH/2) * RESFACTOR, 0, &MetalScheme, TBLACK, TPF_METAL12 | TPF_CENTER | TPF_USE_GRAD_PAL);
- #else
- // Fancy_Text_Print(TXT_TAB_BUTTON_CONTROLS, (EVA_WIDTH/2) * RESFACTOR, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_6PT_GRAD|TPF_NOSHADOW|TPF_CENTER|TPF_BRIGHT_COLOR);
- Fancy_Text_Print(TXT_TAB_BUTTON_CONTROLS, (EVA_WIDTH/2) * RESFACTOR, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_METAL12|TPF_NOSHADOW|TPF_CENTER|TPF_BRIGHT_COLOR);
- #endif //WIN32
- if (IsSidebarActive) {
- #ifndef WIN32
- TabClass::Hilite_Tab(1);
- #endif //WIN32
- } else {
- CC_Draw_Shape(TabShape, 0, width-(EVA_WIDTH * RESFACTOR), 0, WINDOW_MAIN, SHAPE_NORMAL);
- Fancy_Text_Print(TXT_TAB_SIDEBAR, width-((EVA_WIDTH/2) * RESFACTOR), 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_METAL12|TPF_NOSHADOW|TPF_CENTER|TPF_BRIGHT_COLOR);
- }
- LogicPage->Unlock();
- }
- Credits.Graphic_Logic(complete || IsToRedraw);
- #endif
- IsToRedraw = false;
- }
- void TabClass::Draw_Credits_Tab(void)
- {
- #ifdef WIN32
- /*
- ** Use the new sidebar art for 640x400
- */
- CC_Draw_Shape(TabShape, Map.MoneyFlashTimer > 1 ? 8 : 6, (320-EVA_WIDTH) * RESFACTOR, 0, WINDOW_MAIN, SHAPE_NORMAL);
- #else
- CC_Draw_Shape(TabShape, 4, (320-(EVA_WIDTH*2)) * RESFACTOR, 0, WINDOW_MAIN, SHAPE_NORMAL);
- #endif
- if (Scen.MissionTimer.Is_Active()) {
- bool light = ((int)Scen.MissionTimer < TICKS_PER_MINUTE * Rule.TimerWarning) || Map.FlasherTimer > 0;
- #ifdef WIN32
- CC_Draw_Shape(TabShape, light ? 4 : 2, 320, 0, WINDOW_MAIN, SHAPE_NORMAL);
- #else
- CC_Draw_Shape(TabShape, light ? 6 : 5, EVA_WIDTH * RESFACTOR, 0, WINDOW_MAIN, SHAPE_NORMAL);
- #endif
- }
- }
- void TabClass::Hilite_Tab(int tab)
- {
- int xpos = 0;
- int text = TXT_TAB_BUTTON_CONTROLS;
- int textx = (EVA_WIDTH/2) * RESFACTOR;
- if (tab) {
- xpos = (320-EVA_WIDTH) * RESFACTOR;
- text = TXT_TAB_SIDEBAR;
- textx = (320-(EVA_WIDTH/2)) * RESFACTOR;
- }
- #ifdef WIN32
- /*
- ** Use the new sidebar art for 640x400
- */
- CC_Draw_Shape(TabShape, 1, xpos, 0, WINDOW_MAIN, SHAPE_NORMAL);
- MetalScheme.Color = 128+6;
- Fancy_Text_Print(TXT_TAB_BUTTON_CONTROLS, (EVA_WIDTH/2) * RESFACTOR, 0, &MetalScheme, TBLACK, TPF_METAL12 | TPF_CENTER | TPF_USE_GRAD_PAL);
- MetalScheme.Color = 128;
- #else
- CC_Draw_Shape(TabShape, 1 + (tab ? 0 : 2), xpos, 0, WINDOW_MAIN, SHAPE_NORMAL);
- Fancy_Text_Print(text, textx, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_METAL12|TPF_NOSHADOW|TPF_CENTER|TPF_BRIGHT_COLOR);
- // Fancy_Text_Print(text, textx, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_6PT_GRAD|TPF_NOSHADOW|TPF_CENTER|TPF_BRIGHT_COLOR);
- #endif
- }
- /***********************************************************************************************
- * TabClass::AI -- Handles player I/O with the tab buttons. *
- * *
- * This routine is called every game tick and passed whatever key the player has supplied. *
- * If the input selects a tab button, then the graphic gets updated accordingly. *
- * *
- * INPUT: input -- The player's input character (might be mouse click). *
- * *
- * x,y -- Mouse coordinates at time of input. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/15/1994 JLB : Created. *
- * 12/31/1994 JLB : Uses mouse coordinate parameters. *
- * 05/31/1995 JLB : Fixed to handle mouse shape properly. *
- * 08/25/1995 JLB : Handles new scrolling option. *
- *=============================================================================================*/
- void TabClass::AI(KeyNumType &input, int x, int y)
- {
- if (y >= 0 && y < (TAB_HEIGHT * RESFACTOR) && x < (SeenBuff.Get_Width() - 1) && x > 0) {
- bool ok = false;
- int width = SeenBuff.Get_Width();
- /*
- ** If the mouse is at the top of the screen, then the tab bars only work
- ** in certain areas. If the special scroll modification is not active, then
- ** the tabs never work when the mouse is at the top of the screen.
- */
- if (y > 0) {
- ok = true;
- }
- if (ok) {
- if (input == KN_LMOUSE) {
- int sel = -1;
- if (x < EVA_WIDTH * RESFACTOR) sel = 0;
- #ifndef WIN32 // No Sidebar tab in hires - sidebar is always active.
- if (x > (320-80) * RESFACTOR) sel = 1;
- #endif //WIN32
- if (sel >= 0) {
- Set_Active(sel);
- input = KN_NONE;
- }
- }
- Override_Mouse_Shape(MOUSE_NORMAL, false);
- }
- }
- if (MoneyFlashTimer == 1) {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- }
- Credits.AI();
- SidebarClass::AI(input, x, y);
- }
- /***********************************************************************************************
- * TabClass::Set_Active -- Activates a "filefolder tab" button. *
- * *
- * This function is used to activate one of the file folder tab buttons that appear at the *
- * top edge of the screen. *
- * *
- * INPUT: select -- The button to activate. 0 = left button, 1=next button, etc. *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 12/15/1994 JLB : Created. *
- *=============================================================================================*/
- void TabClass::Set_Active(int select)
- {
- switch (select) {
- case 0:
- Queue_Options();
- break;
- case 1:
- Map.SidebarClass::Activate(-1);
- break;
- default:
- break;
- }
- }
- /***********************************************************************************************
- * TabClass::One_Time -- Performs one time initialization of tab handler class. *
- * *
- * This routine will perform any one time initializations of the tab handler class. This *
- * typically includes the loading of the shapes that appear on it. *
- * *
- * INPUT: none *
- * *
- * OUTPUT: none *
- * *
- * WARNINGS: none *
- * *
- * HISTORY: *
- * 09/20/1995 JLB : Created. *
- *=============================================================================================*/
- void TabClass::One_Time(void)
- {
- SidebarClass::One_Time();
- RawFileClass file("tabs.shp");
- TabShape = MFCD::Retrieve("TABS.SHP");
- }
- void TabClass::Flash_Money(void)
- {
- IsToRedraw = true;
- Flag_To_Redraw(false);
- MoneyFlashTimer = 7;
- }
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