// // 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/MSGBOX.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 : OPTIONS.CPP * * * * Programmer : Joe L. Bostic * * * * Start Date : June 8, 1994 * * * * Last Update : August 24, 1995 [JLB] * * * *---------------------------------------------------------------------------------------------* * Functions: * * WWMessageBox::Process -- Handles all the options graphic interface. * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "function.h" #include "msgbox.h" #include "gadget.h" #ifdef FIXIT_VERSION_3 bool cancel_current_msgbox = false; #endif /*********************************************************************************************** * WWMessageBox::Process -- pops up a message with yes/no, etc * * * * This function displays a dialog box with a one-line message, and * * up to two buttons. The 2nd button is optional. The buttons default * * to "OK" and nothing, respectively. The hotkeys for the buttons are * * RETURN and ESCAPE. * * * * INPUT: * * msg message to display * * b1txt text for 1st button * * b2txt text for 2nd button; NULL = no 2nd button * * * * OUTPUT: * * # of button selected (0 = 1st) * * * * WARNINGS: * * 'msg' text must be <= 38 chars * * 'b1txt' and 'b2txt' must each be <= 18 chars * * * * HISTORY: * * 11/08/1994 BR : Created. * * 05/18/1995 JLB : Uses new font and dialog style. * * 08/24/1995 JLB : Handles three buttons. * *=============================================================================================*/ #define BUTTON_1 1 #define BUTTON_2 2 #define BUTTON_3 3 #define BUTTON_FLAG 0x8000 int WWMessageBox::Process(const char * msg, const char * b1txt, const char * b2txt, const char * b3txt, bool preserve) { #define BUFFSIZE (511) char buffer[BUFFSIZE]; int retval; bool process; // loop while true int selection; bool pressed; int curbutton; TextButtonClass * buttons[3]; void * back; BOOL display; // display level int realval[5]; #ifndef WIN32 int preservex,preservey,preservew,preserveh; #endif #ifdef WIN32 GraphicBufferClass seen_buff_save(VisiblePage.Get_Width(), VisiblePage.Get_Height(), (void*)NULL); #endif if (b1txt != NULL && *b1txt == '\0') b1txt = NULL; if (b2txt != NULL && *b2txt == '\0') b2txt = NULL; if (b3txt != NULL && *b3txt == '\0') b3txt = NULL; //PG_TO_FIX //Fancy_Text_Print(TXT_NONE, 0, 0, TBLACK, TBLACK, TPF_TEXT); /* ** Examine the optional button parameters. Fetch the width and starting ** characters for each. */ int bwidth, bheight; // button width and height int numbuttons = 0; if (b1txt != NULL) { /* ** Build the button list. */ bheight = FontHeight + FontYSpacing + (2 * RESFACTOR); bwidth = max((String_Pixel_Width(b1txt) + (8 * RESFACTOR)), (30 * RESFACTOR)); if (b2txt != NULL) { numbuttons = 2; bwidth = max(((int)String_Pixel_Width( b2txt ) + (8 * RESFACTOR)), bwidth); if (b3txt != NULL) { numbuttons = 3; } } else { numbuttons = 1; } } /* ** Determine the dimensions of the text to be used for the dialog box. ** These dimensions will control how the dialog box looks. */ buffer[BUFFSIZE-1] = 0; strncpy(buffer, msg, BUFFSIZE-1); //PG_TO_FIX //Fancy_Text_Print(TXT_NONE, 0, 0, TBLACK, TBLACK, TPF_TEXT); int width; int height; int lines = Format_Window_String(buffer, 255 * RESFACTOR, width, height); TextPrintType tpf = TPF_TEXT; width = max(width, (90 * RESFACTOR)); width += 40 * RESFACTOR; height += (numbuttons == 0) ? (40 * RESFACTOR) : (60 * RESFACTOR); int x = (SeenBuff.Get_Width() - width) / 2; int y = (SeenBuff.Get_Height() - height) / 2; int printx = x + (20 * RESFACTOR); /* ** Special hack to center a one line dialog box text. */ if (lines == 1) { printx = x + width/2; tpf = tpf | TPF_CENTER; } /* ** Other inits. */ Set_Logic_Page(SeenBuff); #ifdef WIN32 VisiblePage.Blit(seen_buff_save); #endif /* ** Initialize the button structures. All are initialized, even though one (or none) may ** actually be added to the button list. */ //DOS BUILD GERMAN BUTTONS NEED TO ONE ON TOP OF THE OTHER VG 11/6/96 TextButtonClass button1(BUTTON_1, b1txt, TPF_BUTTON, x + ((numbuttons == 1) ? ((width - bwidth) >> 1) : (20 * RESFACTOR)), y + height - (bheight + (15 * RESFACTOR)), bwidth); /* ** Center button. */ TextButtonClass button2(BUTTON_2, b2txt, TPF_BUTTON, x + width - (bwidth + (20 * RESFACTOR)), y + height - (bheight + (15 * RESFACTOR)), bwidth); /* ** Right button. */ TextButtonClass button3(BUTTON_3, b3txt, TPF_BUTTON, 0, y + height - (bheight + (15 * RESFACTOR))); button3.X = x + ((width - button3.Width) >> 1); TextButtonClass * buttonlist = 0; curbutton = 0; /* ** Add and initialize the buttons to the button list. */ memset(buttons, '\0', sizeof(buttons)); if (numbuttons > 0) { buttonlist = &button1; buttons[0] = &button1; realval[0] = BUTTON_1; if (numbuttons > 2) { button3.Add(*buttonlist); buttons[1] = &button3; realval[1] = BUTTON_3; button2.Add(*buttonlist); buttons[2] = &button2; realval[2] = BUTTON_2; buttons[curbutton]->Turn_On(); } else { if (numbuttons == 2) { button2.Add(*buttonlist); buttons[1] = &button2; realval[1] = BUTTON_2; buttons[curbutton]->Turn_On(); } } } /* ** Draw the dialog. */ Hide_Mouse(); if (preserve) { #ifndef WIN32 preservex = max(0, x-4); preservey = max(0, y-4); preservew = min(width+8, 320-preservex); preserveh = min(height+8, 200-preservey); back = new char[preservew * preserveh]; SeenBuff.To_Buffer(preservex, preservey, preservew, preserveh, back, preservew * preserveh); #else back = new char[width * height]; SeenBuff.To_Buffer(x, y, width, height, back, width * height); #endif } Dialog_Box(x, y, width, height); Draw_Caption(Caption, x, y, width); /* ** Draw the body of the message. */ Fancy_Text_Print(buffer, printx, y + 20*RESFACTOR, GadgetClass::Get_Color_Scheme(), TBLACK, tpf); /* ** Redraw the buttons. */ if (buttonlist) { buttonlist->Draw_All(); } Show_Mouse(); /* ** Main Processing Loop. */ if (buttonlist) { process = true; pressed = false; while (process) { #ifdef WIN32 /* ** If we have just received input focus again after running in the background then ** we need to redraw. */ if (AllSurfaces.SurfacesRestored) { AllSurfaces.SurfacesRestored = false; seen_buff_save.Blit(VisiblePage); display = true; } #endif if (display) { display = false; Hide_Mouse(); Dialog_Box(x, y, width, height); Draw_Caption(Caption, x, y, width); /* ** Draw the body of the message. */ Fancy_Text_Print(buffer, printx, y + 20*RESFACTOR, GadgetClass::Get_Color_Scheme(), TBLACK, tpf); /* ** Redraw the buttons. */ if (buttonlist) { buttonlist->Draw_All(); } Show_Mouse(); } /* ** Invoke game callback. */ Call_Back(); /* ** Fetch and process input. */ KeyNumType input = buttonlist->Input(); #ifdef FIXIT_VERSION_3 // I really hate to do this, but... ajw if( cancel_current_msgbox ) { cancel_current_msgbox = false; input = KN_ESC; } #endif switch (input) { case (KN_ESC): selection = realval[numbuttons-1]; pressed = true; #ifdef NEVER if (numbuttons > 2) { selection = realval[1]; pressed = true; } else { selection = realval[2]; pressed = true; } #endif break; case (BUTTON_1|BUTTON_FLAG): selection = realval[0]; pressed = true; break; case (BUTTON_2|BUTTON_FLAG): if (numbuttons > 2) { selection = realval[2]; } else { selection = realval[1]; } pressed = true; break; case (BUTTON_3|BUTTON_FLAG): selection = realval[1]; pressed = true; break; case (KN_LEFT): if (numbuttons > 1) { buttons[curbutton]->Turn_Off(); buttons[curbutton]->Flag_To_Redraw(); curbutton--; if (curbutton < 0) { curbutton = numbuttons - 1; } buttons[curbutton]->Turn_On(); buttons[curbutton]->Flag_To_Redraw(); } break; case (KN_RIGHT): if (numbuttons > 1) { buttons[curbutton]->Turn_Off(); buttons[curbutton]->Flag_To_Redraw(); curbutton++; if (curbutton > (numbuttons - 1) ) { curbutton = 0; } buttons[curbutton]->Turn_On(); buttons[curbutton]->Flag_To_Redraw(); } break; case (KN_RETURN): selection = realval[curbutton]; pressed = true; break; /* ** Check 'input' to see if it's the 1st char of button text */ default: break; } if (pressed) { TextButtonClass * toggle; /* ** Turn all the buttons off. */ toggle = (TextButtonClass *)buttonlist->Extract_Gadget(BUTTON_1); if (toggle != NULL) { toggle->Turn_Off(); toggle->IsPressed = false; } toggle = (TextButtonClass *)buttonlist->Extract_Gadget(BUTTON_2); if (toggle != NULL) { toggle->Turn_Off(); toggle->IsPressed = false; } toggle = (TextButtonClass *)buttonlist->Extract_Gadget(BUTTON_3); if (toggle != NULL) { toggle->Turn_Off(); toggle->IsPressed = false; } /* ** Turn on and depress the button that was selected. */ if (selection == BUTTON_1 || selection == BUTTON_2 || selection == BUTTON_3) { TextButtonClass * toggle = (TextButtonClass *)buttonlist->Extract_Gadget(selection); if (toggle != NULL) { toggle->Turn_On(); // toggle->IsOn = true; toggle->IsPressed = true; } } Hide_Mouse(); buttonlist->Draw_All(true); Show_Mouse(); switch (selection) { case (BUTTON_1): retval = 0; process = false; break; case (BUTTON_2): retval = 1; process = false; break; case BUTTON_3: retval = 2; process = false; break; } pressed = false; } } } else { Keyboard->Clear(); } /* ** Restore the screen if necessary. */ if (preserve) { Hide_Mouse(); if (SeenBuff.Lock()) { #ifdef WIN32 Buffer_To_Page(x, y, width, height, back, &SeenBuff); #else MCGA_Buffer_To_Page(preservex, preservey, preservew, preserveh, back, &SeenBuff); #endif } SeenBuff.Unlock(); delete[] back; back = NULL; Show_Mouse(); } return(retval); } /*********************************************************************************************** * WWMessageBox::Process -- this one takes integer text arguments * * * * INPUT: * * msg message to display * * b1txt text for 1st button * * b2txt text for 2nd button; NULL = no 2nd button * * * * OUTPUT: * * # of button selected (0 = 1st) * * * * WARNINGS: * * 'msg' text must be <= 38 chars * * 'b1txt' and 'b2txt' must each be <= 18 chars * * * * HISTORY: * * 12/12/1994 BR : Created. * * 06/18/1995 JLB : Simplified. * *=============================================================================================*/ int WWMessageBox::Process(int msg, int b1txt, int b2txt, int b3txt, bool preserve) { return(Process(Text_String(msg), b1txt, b2txt, b3txt, preserve)); } /*********************************************************************************************** * WWMessageBox::Process -- Displays message box. * * * * This routine will display a message box and wait for player input. It varies from the * * other message box functions only in the type of parameters it takes. * * * * INPUT: msg -- Pointer to text string for the message itself. * * * * b1txt -- Text number for the "ok" button. * * * * b2txt -- Text number for the "cancel" button. * * * * OUTPUT: Returns with the button selected. "true" if "OK" was pressed, and "false" if * * "CANCEL" was pressed. * * * * WARNINGS: none * * * * HISTORY: * * 06/18/1995 JLB : Created. * *=============================================================================================*/ int WWMessageBox::Process(char const * msg, int b1txt, int b2txt, int b3txt, bool preserve) { return(Process(msg, Text_String(b1txt), Text_String(b2txt), Text_String(b3txt), preserve)); }