// // 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; }