CnC_Remastered_Collection/REDALERT/TAB.CPP

319 lines
16 KiB
C++
Raw Normal View History

//
// 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;
}