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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: F:\projects\c&c\vcs\code\gamedlg.cpv 2.17 16 Oct 1995 16:52:02 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 : GAMEDLG.CPP *
- * *
- * Programmer : Maria del Mar McCready Legg, Joe L. Bostic *
- * *
- * Start Date : Jan 8, 1995 *
- * *
- * Last Update : Jan 18, 1995 [MML] *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * OptionsClass::Process -- Handles all the options graphic interface. *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "function.h"
- #include "gamedlg.h"
- #include "sounddlg.h"
- #include "visudlg.h"
- /***********************************************************************************************
- * OptionsClass::Process -- Handles all the options graphic interface. *
- * *
- * This routine is the main control for the visual representation of the options *
- * screen. It handles the visual overlay and the player input. *
- * *
- * INPUT: none *
- * OUTPUT: none *
- * WARNINGS: none *
- * HISTORY: *
- * 12/31/1994 MML : Created. *
- *=============================================================================================*/
- void GameControlsClass::Process(void)
- {
- int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
- /*
- ** Dialog & button dimensions
- */
- int d_dialog_w = 232 * factor; // dialog width
- int d_dialog_h = 141 * factor; // dialog height
- int d_dialog_x = ((SeenBuff.Get_Width()- d_dialog_w) / 2); // dialog x-coord
- int d_dialog_y = ((SeenBuff.Get_Height() - d_dialog_h) / 2); // centered y-coord
- int d_dialog_cx = d_dialog_x + (d_dialog_w / 2); // center x-coord
- int d_top_margin= 30 * factor;
- int d_txt6_h = 7 * factor; // ht of 6-pt text
- int d_margin1 = 5 * factor; // large margin
- int d_margin2 = 2 * factor; // small margin
- int d_speed_w = d_dialog_w - (20 * factor);
- int d_speed_h = 6 * factor;
- int d_speed_x = d_dialog_x + (10 * factor);
- int d_speed_y = d_dialog_y + d_top_margin + d_margin1 + d_txt6_h;
- int d_scroll_w = d_dialog_w - (20 * factor);
- int d_scroll_h = 6 * factor;
- int d_scroll_x = d_dialog_x + (10 * factor);
- int d_scroll_y = d_speed_y + d_speed_h + d_txt6_h + (d_margin1 * 2) + d_txt6_h;
- int d_visual_w = d_dialog_w - (40 * factor);
- int d_visual_h = 9 * factor;
- int d_visual_x = d_dialog_x + (20 * factor);
- int d_visual_y = d_scroll_y + d_scroll_h + d_txt6_h + (d_margin1 * 2);
- int d_sound_w = d_dialog_w - (40 * factor);
- int d_sound_h = 9 * factor;
- int d_sound_x = d_dialog_x + (20 * factor);
- int d_sound_y = d_visual_y + d_visual_h + d_margin1;
- int d_ok_w = 20 * factor;
- int d_ok_h = 9 * factor;
- int d_ok_x = d_dialog_cx - (d_ok_w / 2);
- int d_ok_y = d_dialog_y + d_dialog_h - d_ok_h - d_margin1;
- /*
- ** Button Enumerations
- */
- enum {
- BUTTON_SPEED = 100,
- BUTTON_SCROLLRATE,
- BUTTON_VISUAL,
- BUTTON_SOUND,
- BUTTON_OK,
- BUTTON_COUNT,
- BUTTON_FIRST = BUTTON_SPEED,
- };
- /*
- ** Dialog variables
- */
- KeyNumType input;
- int gamespeed = Options.GameSpeed;
- int scrollrate = Options.ScrollRate;
- int selection;
- bool pressed = false;
- int curbutton = 0;
- TextButtonClass *buttons[BUTTON_COUNT - BUTTON_FIRST];
- TextPrintType style;
- /*
- ** Buttons
- */
- GadgetClass *commands; // button list
- SliderClass gspeed_btn(BUTTON_SPEED, d_speed_x, d_speed_y, d_speed_w, d_speed_h);
- SliderClass scrate_btn(BUTTON_SCROLLRATE, d_scroll_x, d_scroll_y, d_scroll_w, d_scroll_h);
- TextButtonClass visual_btn(BUTTON_VISUAL, TXT_VISUAL_CONTROLS,
- TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
- d_visual_x, d_visual_y, d_visual_w, d_visual_h);
- TextButtonClass sound_btn(BUTTON_SOUND, TXT_SOUND_CONTROLS,
- TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
- d_sound_x, d_sound_y, d_sound_w, d_sound_h);
- TextButtonClass okbtn(BUTTON_OK, TXT_OPTIONS_MENU,
- TPF_CENTER | TPF_6PT_GRAD | TPF_USE_GRAD_PAL | TPF_NOSHADOW,
- d_ok_x, d_ok_y);
- okbtn.X = (SeenBuff.Get_Width()-okbtn.Width)/2;
- /*
- ** Various Inits.
- */
- Set_Logic_Page(SeenBuff);
- /*
- ** Build button list
- */
- commands = &okbtn;
- gspeed_btn.Add_Tail(*commands);
- scrate_btn.Add_Tail(*commands);
- visual_btn.Add_Tail(*commands);
- sound_btn.Add_Tail(*commands);
- /*
- ** Init button states
- ** For sliders, the thumb ranges from 0 - (maxval-1), so to convert the
- ** thumb value to a real-world value:
- ** val = (MAX - slider.Get_Value()) - 1;
- ** and,
- ** slider.Set_Value(-(val + 1 - MAX));
- */
- gspeed_btn.Set_Maximum(OptionsClass::MAX_SPEED_SETTING); // varies from 0 - 7
- gspeed_btn.Set_Thumb_Size(1);
- gspeed_btn.Set_Value((OptionsClass::MAX_SPEED_SETTING-1) - gamespeed);
- scrate_btn.Set_Maximum(OptionsClass::MAX_SCROLL_SETTING); // varies from 0 - 7
- scrate_btn.Set_Thumb_Size(1);
- scrate_btn.Set_Value((OptionsClass::MAX_SCROLL_SETTING-1) - scrollrate);
- /*
- ** Fill array of button ptrs.
- */
- buttons[0] = NULL;
- buttons[1] = NULL;
- buttons[2] = &visual_btn;
- buttons[3] = &sound_btn;
- buttons[4] = &okbtn;
- /*
- ** Processing loop.
- */
- bool process = true;
- bool display = true;
- bool refresh = true;
- while (process) {
- /*
- ** Invoke game callback.
- */
- if (GameToPlay == GAME_NORMAL) {
- Call_Back();
- } else {
- if (Main_Loop()) {
- process = false;
- }
- }
- /*
- ** If we have just received input focus again after running in the background then
- ** we need to redraw.
- */
- if (AllSurfaces.SurfacesRestored){
- AllSurfaces.SurfacesRestored=FALSE;
- display=TRUE;
- }
- /*
- ** Refresh display if needed.
- */
- if (display) {
- Hide_Mouse();
- Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
- Draw_Caption(TXT_GAME_CONTROLS, d_dialog_x, d_dialog_y, d_dialog_w);
- Show_Mouse();
- display = false;
- refresh = true;
- }
- if (refresh) {
- Hide_Mouse();
- /*
- ** Label the game speed slider
- */
- style = TPF_6PT_GRAD | TPF_NOSHADOW | TPF_USE_GRAD_PAL;
- if (curbutton == (BUTTON_SPEED - BUTTON_FIRST)) {
- style = (TextPrintType)(style | TPF_BRIGHT_COLOR);
- }
- Fancy_Text_Print(TXT_SPEED, d_speed_x, d_speed_y - d_txt6_h, CC_GREEN, TBLACK, style);
- Fancy_Text_Print(TXT_SLOWER, d_speed_x, d_speed_y + d_speed_h + 1, CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
- Fancy_Text_Print(TXT_FASTER, d_speed_x + d_speed_w, d_speed_y + d_speed_h + 1, CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW|TPF_RIGHT);
- /*
- ** Label the scroll rate slider
- */
- style = TPF_6PT_GRAD | TPF_NOSHADOW | TPF_USE_GRAD_PAL;
- if (curbutton == (BUTTON_SCROLLRATE - BUTTON_FIRST)) {
- style = (TextPrintType)(style | TPF_BRIGHT_COLOR);
- }
- Fancy_Text_Print(TXT_SCROLLRATE, d_scroll_x, d_scroll_y - d_txt6_h, CC_GREEN, TBLACK, style);
- Fancy_Text_Print (TXT_SLOWER, d_scroll_x, d_scroll_y + d_scroll_h + 1, CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
- Fancy_Text_Print (TXT_FASTER, d_scroll_x + d_scroll_w, d_scroll_y + d_scroll_h + 1, CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW|TPF_RIGHT);
- commands->Draw_All();
- Show_Mouse();
- refresh = false;
- }
- /*
- ** Get user input.
- */
- input = commands->Input();
- /*
- ** Process input.
- */
- switch (input) {
- case (BUTTON_SPEED | KN_BUTTON):
- curbutton = (BUTTON_SPEED - BUTTON_FIRST);
- refresh = true;
- break;
- case (BUTTON_SCROLLRATE | KN_BUTTON):
- curbutton = (BUTTON_SCROLLRATE - BUTTON_FIRST);
- refresh = true;
- break;
- case (BUTTON_VISUAL | KN_BUTTON):
- selection = BUTTON_VISUAL;
- pressed = true;
- break;
- case (BUTTON_SOUND | KN_BUTTON):
- selection = BUTTON_SOUND;
- pressed = true;
- break;
- case (BUTTON_OK | KN_BUTTON):
- selection = BUTTON_OK;
- pressed = true;
- break;
- case (KN_ESC):
- process = false;
- break;
- case (KN_LEFT):
- if (curbutton == (BUTTON_SPEED - BUTTON_FIRST) ) {
- gspeed_btn.Bump(1);
- } else
- if (curbutton == (BUTTON_SCROLLRATE - BUTTON_FIRST) ) {
- scrate_btn.Bump(1);
- }
- break;
- case (KN_RIGHT):
- if (curbutton == (BUTTON_SPEED - BUTTON_FIRST) ) {
- gspeed_btn.Bump(0);
- } else
- if (curbutton == (BUTTON_SCROLLRATE - BUTTON_FIRST) ) {
- scrate_btn.Bump(0);
- }
- break;
- case (KN_UP):
- if (buttons[curbutton]) {
- buttons[curbutton]->Turn_Off();
- buttons[curbutton]->Flag_To_Redraw();
- }
- curbutton--;
- if (curbutton < 0) {
- curbutton = (BUTTON_COUNT - BUTTON_FIRST - 1);
- }
- if (buttons[curbutton]) {
- buttons[curbutton]->Turn_On();
- buttons[curbutton]->Flag_To_Redraw();
- }
- refresh = true;
- break;
- case (KN_DOWN):
- if (buttons[curbutton]) {
- buttons[curbutton]->Turn_Off();
- buttons[curbutton]->Flag_To_Redraw();
- }
- curbutton++;
- if (curbutton > (BUTTON_COUNT - BUTTON_FIRST - 1) ) {
- curbutton = 0;
- }
- if (buttons[curbutton]) {
- buttons[curbutton]->Turn_On();
- buttons[curbutton]->Flag_To_Redraw();
- }
- refresh = true;
- break;
- case (KN_RETURN):
- selection = curbutton + BUTTON_FIRST;
- pressed = true;
- break;
- default:
- break;
- }
- /*
- ** Perform some action. Either to exit the dialog or bring up another.
- */
- if (pressed) {
- /*
- ** Record the new options slider settings.
- ** The GameSpeed data member MUST NOT BE SET HERE!!! It will cause multiplayer
- ** games to go out of sync. It's set by virtue of the event being executed.
- */
- if (gamespeed != ((OptionsClass::MAX_SPEED_SETTING-1) - gspeed_btn.Get_Value()) ) {
- gamespeed = (OptionsClass::MAX_SPEED_SETTING-1) - gspeed_btn.Get_Value();
- OutList.Add(EventClass(EventClass::GAMESPEED, gamespeed));
- }
- if (scrollrate != ((OptionsClass::MAX_SCROLL_SETTING-1) - scrate_btn.Get_Value()) ) {
- scrollrate = (OptionsClass::MAX_SCROLL_SETTING-1) - scrate_btn.Get_Value();
- Options.ScrollRate = scrollrate;
- }
- process = false;
- /*
- ** Save the settings in such a way that the GameSpeed is only set during
- ** the save process; restore it when we're done, so multiplayer games don't
- ** go out of sync.
- */
- int old = Options.GameSpeed; // save orig value
- Options.GameSpeed = gamespeed;
- Options.Save_Settings(); // save new value
- Options.GameSpeed = old; // restore old value
- /*
- ** Possibly launch into another dialog if so directed.
- */
- switch (selection) {
- case (BUTTON_VISUAL):
- VisualControlsClass().Process();
- process = true;
- display = true;
- refresh = true;
- break;
- case (BUTTON_SOUND):
- if (!SoundType) {
- CCMessageBox().Process(Text_String(TXT_NO_SOUND_CARD));
- process = true;
- display = true;
- refresh = true;
- } else {
- SoundControlsClass().Process();
- }
- break;
- case (BUTTON_OK):
- break;
- }
- pressed = false;
- }
- }
- }
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