// // 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(static_cast(a) | static_cast(b)); } inline GadgetClass::FlagEnum operator&(GadgetClass::FlagEnum a, GadgetClass::FlagEnum b) { return static_cast(static_cast(a) & static_cast(b)); } inline GadgetClass::FlagEnum operator~(GadgetClass::FlagEnum a) { return static_cast(~static_cast(a)); } #endif