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- /*
- ** Command & Conquer Renegade(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 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 : Combat *
- * *
- * $Archive:: /Commando/Code/wwui/menudialog.cpp $*
- * *
- * Author:: Patrick Smith *
- * *
- * $Modtime:: 1/02/02 11:10a $*
- * *
- * $Revision:: 11 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "menudialog.h"
- #include "menubackdrop.h"
- #include "render2d.h"
- #include "stylemgr.h"
- #include "dialogmgr.h"
- #include "childdialog.h"
- #include "dialogcontrol.h"
- ////////////////////////////////////////////////////////////////
- // Static member initialization
- ////////////////////////////////////////////////////////////////
- MenuDialogClass * MenuDialogClass::ActiveMenu = NULL;
- MenuBackDropClass * MenuDialogClass::BackDrop = NULL;
- DynamicVectorClass<MenuDialogClass *> MenuDialogClass::MenuStack;
- ////////////////////////////////////////////////////////////////
- //
- // MenuDialogClass
- //
- ////////////////////////////////////////////////////////////////
- MenuDialogClass::MenuDialogClass (int res_id) :
- DialogBaseClass (res_id)
- {
- //
- // Add ourselves to the global stack of menus
- //
- MenuStack.Add (this);
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // ~MenuDialogClass
- //
- ////////////////////////////////////////////////////////////////
- MenuDialogClass::~MenuDialogClass (void)
- {
- if (ActiveMenu == this) {
- ActiveMenu = NULL;
- }
- //
- // Remove ourselves from the stack
- //
- int index = MenuStack.ID (this);
- if (index != -1) {
- MenuStack.Delete (index);
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Initialize
- //
- ////////////////////////////////////////////////////////////////
- void
- MenuDialogClass::Initialize (void)
- {
- BackDrop = new MenuBackDropClass;
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Shutdown
- //
- ////////////////////////////////////////////////////////////////
- void
- MenuDialogClass::Shutdown (void)
- {
- if (BackDrop != NULL) {
- delete BackDrop;
- BackDrop = NULL;
- }
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Render
- //
- ////////////////////////////////////////////////////////////////
- void
- MenuDialogClass::Render (void)
- {
- //
- // Don't render if we aren't the active menu
- //
- if (ActiveMenu == this || DialogMgrClass::Peek_Transitioning_Dialog () == this) {
- //
- // Render the background scene first
- //
- BackDrop->Render ();
- //
- // Now, let the dialog subsystem render the controls and
- // such...
- //
- DialogBaseClass::Render ();
- }
-
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // On_Init_Dialog
- //
- ////////////////////////////////////////////////////////////////
- /*void
- MenuDialogClass::On_Init_Dialog (void)
- {
- DialogBaseClass::Set_Default_Focus ();
- return ;
- }*/
- ////////////////////////////////////////////////////////////////
- //
- // Start_Dialog
- //
- ////////////////////////////////////////////////////////////////
- void
- MenuDialogClass::Start_Dialog (void)
- {
- //
- // As a menu dialog we use the whole screen
- //
- Rect = Render2DClass::Get_Screen_Resolution ();
- DialogBaseClass::Start_Dialog ();
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // On_Activate
- //
- ////////////////////////////////////////////////////////////////
- void
- MenuDialogClass::On_Activate (bool onoff)
- {
- if (onoff) {
- //
- // Notify the old menu
- //
- if (ActiveMenu != NULL) {
- ActiveMenu->On_Menu_Activate (false);
- }
- //
- // Switch to active state
- //
- ActiveMenu = this;
- On_Menu_Activate (true);
- }
- DialogBaseClass::On_Activate (onoff);
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // On_Menu_Activate
- //
- ////////////////////////////////////////////////////////////////
- void
- MenuDialogClass::On_Menu_Activate (bool onoff)
- {
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // End_Dialog
- //
- ////////////////////////////////////////////////////////////////
- void
- MenuDialogClass::End_Dialog (void)
- {
- //
- // Is this the last menu? If so, send a notification
- //
- if (DialogMgrClass::Is_Flushing_Dialogs () == false) {
- if (MenuStack.Count () == 1) {
- On_Last_Menu_Ending ();
- } else {
- //
- // Play the sound effect
- //
- StyleMgrClass::Play_Sound (StyleMgrClass::EVENT_MENU_BACK);
- }
- }
- DialogBaseClass::End_Dialog ();
- return ;
- }
- ////////////////////////////////////////////////////////////////
- //
- // Replace_BackDrop
- //
- ////////////////////////////////////////////////////////////////
- MenuBackDropClass *
- MenuDialogClass::Replace_BackDrop (MenuBackDropClass *backdrop)
- {
- MenuBackDropClass *retval = BackDrop;
- BackDrop = backdrop;
- return retval;
- }
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