CnC_Remastered_Collection/REDALERT/GADGET.CPP
PG-SteveT 03416d24e1 Initial Source Code commit
Initial commit of original Tiberian Dawn and Red Alert source code converted to build as DLLs, and compatible with the release version of Command & Conquer Remastered.
2020-05-27 12:16:20 -07:00

870 lines
46 KiB
C++

//
// 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.CPP 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.CPP *
* *
* Programmer : Maria del Mar McCready Legg *
* Joe L. Bostic *
* *
* Start Date : 01/03/95 *
* *
* Last Update : August 1, 1996 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* GadgetClass::Action -- Base action for gadget. *
* GadgetClass::Clear_Focus -- Clears the focus if this gadget has it. *
* GadgetClass::Delete_List -- Deletes all gadget objects in list. *
* GadgetClass::Disable -- Disables the gadget from input processing. *
* GadgetClass::Draw_All -- Forces all gadgets in list to be redrawn. *
* GadgetClass::Draw_Me -- Gadget redraw action (flag control). *
* GadgetClass::Enable -- Enables the gadget. *
* GadgetClass::Extract_Gadget -- Sweeps through the gadget chain to find gadget specified. *
* GadgetClass::Flag_To_Redraw -- Flags this gadget to be redrawn. *
* GadgetClass::GadgetClass -- Constructor for gadget object. *
* GadgetClass::GadgetClass -- Default constructor for a gadget class object. *
* GadgetClass::Get_Next -- Returns a pointer to the next gadget in the chain. *
* GadgetClass::Get_Prev -- Fetches a pointer to the previous gadget. *
* GadgetClass::Has_Focus -- Checks if this object currently has the keyboard focus. *
* GadgetClass::Remove -- Removes the specified gadget from the list. *
* GadgetClass::Set_Focus -- Sets focus to this gadget. *
* GadgetClass::Sticky_Process -- Handles the sticky flag processing. *
* GadgetClass::~GadgetClass -- Destructor for gadget object. *
* GadgetClass::Is_List_To_Redraw -- tells if any gadget in the list needs redrawing *
* GadgetClass::GadgetClass -- Constructor for the gadget object. *
* GadgetClass::Set_Position -- Set the coordinate position of this gadget. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
/*
** This records the current gadget the the gadget system is "stuck on". Such a
** gadget will be processed to the exclusion of all others until the mouse button
** is no longer pressed.
*/
GadgetClass * GadgetClass::StuckOn = 0;
/*
** This is a copy of a pointer to the last list used by the gadget input system.
** If a change of list is detected, then all gadgets are forced to be redrawn.
*/
GadgetClass * GadgetClass::LastList = 0;
/*
** This points to the gadget that is intercepting all keyboard events.
*/
GadgetClass * GadgetClass::Focused = 0;
/*
** This points to the current color scheme for drawing all gadgets.
*/
static RemapControlType _GreyScheme = {15};
RemapControlType * GadgetClass::ColorScheme = &_GreyScheme;
/***********************************************************************************************
* GadgetClass::GadgetClass -- Constructor for gadget object. *
* *
* This is the normal constructor for gadget objects. A gadget object is only concerned *
* with the region on the screen to considered "its own" as well as the flags that tell *
* what mouse action should be recognized when the mouse is over this screen area. *
* *
* INPUT: x,y -- Coordinates (in pixels) of the upper left hand corner of the region that *
* will be "owned" by this gadget. *
* *
* w,h -- Width and height (in pixels) of this gadget's region. *
* *
* flags -- The flags (mouse conditions) that will cause this gadget's action *
* function to be called. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/03/1995 MML : Created. *
*=============================================================================================*/
GadgetClass::GadgetClass(int x, int y, int w, int h, unsigned flags, int sticky) :
X(x), Y(y), Width(w), Height(h), IsToRepaint(false), IsSticky(sticky), IsDisabled(false), Flags(flags)
{
if (IsSticky) {
Flags |= LEFTPRESS|LEFTRELEASE;
}
}
/***********************************************************************************************
* GadgetClass::GadgetClass -- Constructor for the gadget object. *
* *
* This is the copy constructor for the gadget object. It will try to duplicate the *
* righthand gadget. *
* *
* INPUT: gadget -- Reference to the initilization gadget. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/01/1996 JLB : Created. *
*=============================================================================================*/
GadgetClass::GadgetClass(GadgetClass const & gadget) :
X(gadget.X),
Y(gadget.Y),
Width(gadget.Width),
Height(gadget.Height),
IsToRepaint(gadget.IsToRepaint),
IsSticky(gadget.IsSticky),
IsDisabled(gadget.IsDisabled),
Flags(gadget.Flags)
{
}
/***********************************************************************************************
* GadgetClass::~GadgetClass -- Destructor for gadget object. *
* *
* This is the destructor for the gadget object. It will clear the focus from this gadget *
* if this gadget currently has the focus. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 07/08/1995 JLB : Created. *
*=============================================================================================*/
GadgetClass::~GadgetClass(void)
{
if (Has_Focus()) {
Clear_Focus();
}
if (this == StuckOn) {
StuckOn = NULL;
}
if (this == LastList) {
LastList = NULL;
}
if (this == Focused) {
Focused = NULL;
}
}
/***************************************************************************
* GADGETCLASS::CLICKEDON -- If a mouse click is detected within gadget's *
* area and the appropriate flag is set, then call Action(). *
* *
* INPUT: int key, int mousex, int mousey *
* *
* OUTPUT: true or false *
* *
* WARNINGS: none. *
* *
* HISTORY: 01/03/1995 MML : Created. *
*=========================================================================*/
int GadgetClass::Clicked_On(KeyNumType & key, unsigned flags, int mousex, int mousey)
{
/*
** Set flags to match only those events that occur AND are being looked for. If
** the result is NULL, then we know that this button should be ignored.
*/
flags &= Flags;
/*
** If keyboard input should be processed by this "gadget" and keyboard input is
** detected, then always call the action function. It is up to the action function
** in this case to either ignore the keyboard input or not.
**
** For mouse actions, check to see if the mouse is in the region of the button
** before calling the associated action function. This is the typical action for
** buttons.
*/
if (this == StuckOn ||
(flags & KEYBOARD) ||
(flags && (mousex - X) < Width && (mousey - Y) < Height)) {
return(Action(flags, key));
}
return(false);
}
/***********************************************************************************************
* GadgetClass::Enable -- Enables the gadget. *
* *
* This function enables the gadget. An enabled gadget will be processed for input *
* purposes. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
void GadgetClass::Enable(void)
{
IsDisabled = false;
IsToRepaint = true;
Clear_Focus();
}
/***********************************************************************************************
* GadgetClass::Disable -- Disables the gadget from input processing. *
* *
* This routine will disable the gadget. A disabled gadget might be rendered, but is *
* ignored for input processing. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
void GadgetClass::Disable(void)
{
IsDisabled = true;
IsToRepaint = true;
Clear_Focus();
}
/***********************************************************************************************
* GadgetClass::Remove -- Removes the specified gadget from the list. *
* *
* Use this routine if an individual gadget needs to be removed from the list of gadgets. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Was the specified gadget found and removed? A false indicates that the *
* gadget wasn't in the list. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
GadgetClass * GadgetClass::Remove(void)
{
Clear_Focus();
return(GadgetClass *)LinkClass::Remove();
}
/***********************************************************************************************
* GadgetClass::Get_Next -- Returns a pointer to the next gadget in the chain. *
* *
* This returns with the next gadget's pointer. It is identical to the base Get_Next() *
* function, but returns a pointer to a GadgetClass object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the next gadget in the list. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
GadgetClass * GadgetClass::Get_Next(void) const
{
return(GadgetClass*)LinkClass::Get_Next();
}
/***********************************************************************************************
* GadgetClass::Get_Prev -- Fetches a pointer to the previous gadget. *
* *
* This routine will return the previous gadget in the list. It is identical to the base *
* function Get_Prev, but returns a pointer to a GadgetClass object. *
* *
* INPUT: none *
* *
* OUTPUT: Returns with a pointer to the previous gadget in the list. *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
GadgetClass * GadgetClass::Get_Prev(void) const
{
return(GadgetClass*)LinkClass::Get_Prev();
}
/***********************************************************************************************
* GadgetClass::Delete_List -- Deletes all gadget objects in list. *
* *
* This function will delete all gadgets in the list. It is the counterpart to the *
* Create_One_Of functions. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: Any references to these gadget become invalidated by this routine. *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
void GadgetClass::Delete_List(void)
{
GadgetClass * g = this;
/*
** Move to head of the list.
*/
while (g->Get_Prev()) {
g = g->Get_Prev();
}
/*
** First delete all the gadgets following the first one. The reason the first one
** is kept around is that sometimes deleting one gadget will result in related gadgets
** in the same list also being deleted. The first gadget will always contain the
** correct gadget pointer.
*/
while (g) {
g->Clear_Focus();
GadgetClass * temp = g;
g = g->Get_Next();
delete temp;
}
}
/***********************************************************************************************
* GadgetClass::Action -- Base action for gadget. *
* *
* This handles the base level action that a gadget performs when a qualifying input event *
* is detected. This sets the redraw flag and returns true (to stop further processing). *
* If no qualifying input event was detected, but this routine was called anyway, then *
* don't perform any action. The call to this routine, in that case, must have been forced *
* for some other reason. *
* *
* INPUT: flag -- The input event bits that qualify for this gadget. A NULL indicates that *
* no qualifying event occurred. *
* *
* OUTPUT: bool; Should further gadget list processing be aborted? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
int GadgetClass::Action(unsigned flags, KeyNumType &)
{
/*
** If any of the event flags are active, then this indicates that something probably
** has changed the gadget. Flag the gadget to be redrawn. Also, make sure that
** any sticky flags are cleared up.
*/
if (flags) {
IsToRepaint = true;
Sticky_Process(flags);
return(true);
}
return(false);
}
/***********************************************************************************************
* GadgetClass::Draw_Me -- Gadget redraw action (flag control). *
* *
* At this level, there is no actual rendering taking place with the call to Draw_Me, but *
* the IsToRepaint flag must be cleared. Derived objects will call this routine and if it *
* returns true, they will perform their custom rendering. *
* *
* INPUT: forced -- Is this redraw forced by outside circumstances? *
* *
* OUTPUT: bool; Should the gadget imagery be redrawn? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/14/1995 JLB : Created. *
*=============================================================================================*/
int GadgetClass::Draw_Me(int forced)
{
if (forced || IsToRepaint) {
IsToRepaint = false;
return(true);
}
return(false);
}
/***********************************************************************************************
* GadgetClass::Draw_All -- Forces all gadgets in list to be redrawn. *
* *
* Use this function to cause all gadget in the list to be redrawn regardless of the state *
* of the IsToRepaint flag. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/03/1995 MML : Created. *
*=============================================================================================*/
void GadgetClass::Draw_All(bool forced)
{
GadgetClass * gadget = this;
while (gadget != NULL) {
gadget->Draw_Me(forced);
gadget = gadget->Get_Next();
}
}
/***************************************************************************
* GADGETCLASS::PROCESSLIST -- Check list for a mouse click within a gadget*
* *
* INPUT: none. *
* *
* OUTPUT: key pressed. *
* *
* WARNINGS: none. *
* *
* HISTORY: 01/03/1995 MML : Created. *
*=========================================================================*/
KeyNumType GadgetClass::Input(void)
{
int mousex, mousey;
KeyNumType key;
unsigned flags;
int forced = false;
/*
** Record this list so that a forced redraw only occurs the FIRST time the
** gadget list is passed to this routine.
*/
if (LastList != this) {
LastList = this;
forced = true;
StuckOn = NULL;
Focused = NULL;
}
/*
** Fetch any pending keyboard input.
*/
key = Keyboard->Check();
if (key != 0) {
key = Keyboard->Get();
}
#ifdef WIN32
#ifdef CHEAT_KEYS
if (key == KN_K && !Debug_Map && (Debug_Flag || Debug_Playtest)) {
/*
** time to create a screen shot using the PCX code (if it works)
*/
if (!Debug_MotionCapture) {
GraphicBufferClass temp_page( SeenBuff.Get_Width(),
SeenBuff.Get_Height(),
NULL,
SeenBuff.Get_Width() * SeenBuff.Get_Height());
CDFileClass file;
char filename[30];
// Hide_Mouse();
SeenBuff.Blit(temp_page);
// Show_Mouse();
for (int lp = 0; lp < 99; lp ++) {
sprintf(filename, "scrsht%02d.pcx", lp);
file.Set_Name(filename);
if (!file.Is_Available()) break;
}
file.Cache(200000);
Write_PCX_File(file, temp_page, & GamePalette);
Sound_Effect(VOC_BEEP);
}
}
#endif
#endif
/*
** For mouse button clicks, the mouse position is actually held in the MouseQ...
** globals rather than their normal Mouse... globals. This is because we need to
** know the position of the mouse at the exact instant when the click occurred
** rather the the mouse position at the time we get around to this function.
*/
if (((key&0xFF) == KN_LMOUSE) || ((key&0xFF) == KN_RMOUSE)) {
mousex = Keyboard->MouseQX;
mousey = Keyboard->MouseQY;
} else {
mousex = Get_Mouse_X();
mousey = Get_Mouse_Y();
}
/*
** Set the mouse button state flags. These will be passed to the individual
** buttons so that they can determine what action to perform (if any).
*/
flags = 0;
if (key) {
if (key == KN_LMOUSE) {
flags |= LEFTPRESS;
}
if (key == KN_RMOUSE) {
flags |= RIGHTPRESS;
}
if (key == (KN_LMOUSE | KN_RLSE_BIT)) {
flags |= LEFTRELEASE;
}
if (key == (KN_RMOUSE | KN_RLSE_BIT)) {
flags |= RIGHTRELEASE;
}
}
/*
** If the mouse wasn't responsible for this key code, then it must be from
** the keyboard. Flag this fact.
*/
if (key && !flags) {
flags |= KEYBOARD;
}
/*
** Mouse button up or down action is ignored if there is a keyboard event. This
** allows keyboard events to fall through normally even if the mouse is over a
** gadget that is flagged for LEFTUP or RIGHTUP.
*/
if (!key) {
/*
** Check for the mouse being held down. We can't use the normal input system
** for this, so we must examine the actual current state of the mouse
** buttons. As a side note, if we determine that the mouse button isn't being
** held down, then we automatically know that it must be up -- set the flag
** accordingly.
*/
if (Keyboard->Down(KN_LMOUSE)) {
flags |= LEFTHELD;
} else {
flags |= LEFTUP;
}
if (Keyboard->Down(KN_RMOUSE)) {
flags |= RIGHTHELD;
} else {
flags |= RIGHTUP;
}
}
/*
** If "sticky" processing is active, then only process the stuck gadget.
*/
if (StuckOn) {
StuckOn->Draw_Me(false);
GadgetClass * oldstuck = StuckOn;
StuckOn->Clicked_On(key, flags, mousex, mousey);
if (StuckOn) {
StuckOn->Draw_Me(false);
} else {
oldstuck->Draw_Me(false);
}
} else {
/*
** If there is a gadget that has the keyboard focus, then route all keyboard
** events to it.
*/
if (Focused && (flags & KEYBOARD)) {
Focused->Draw_Me(false);
Focused->Clicked_On(key, flags, mousex, mousey);
if (Focused) {
Focused->Draw_Me(false);
}
} else {
/*
** Sweep through all the buttons in the chain and pass the current button state
** and keyboard input data to them. These routines will detect whether they should
** perform some action and return a flag to this effect. They also have the option
** of changing the key value so that an appropriate return value is use for this
** processing routine.
*/
GadgetClass * next_button = this;
while (next_button != NULL) {
/*
** Maybe redraw the button if it needs to or is being forced to redraw.
*/
next_button->Draw_Me(forced);
if (!next_button->IsDisabled) {
/*
** Process this button. If the button was recognized and action was
** performed, then bail from further processing (speed reasons?).
*/
if (next_button->Clicked_On(key, flags, mousex, mousey)) {
/*
** Some buttons will require repainting when they perform some action.
** Do so at this time.
*/
next_button->Draw_Me(false);
break;
}
}
next_button = next_button->Get_Next();
}
}
}
return(key);
}
/***********************************************************************************************
* GadgetClass::Extract_Gadget -- Sweeps through the gadget chain to find gadget specified. *
* *
* This examines the gadget list looking for on that has the same ID as specified. If that *
* gadget was found, then a pointer to it is returned. Since only ControlClass gadgets *
* or ones derived from it can have an ID value, we know that the returned pointer is at *
* least of the ControlClass type. *
* *
* INPUT: id -- The ID number to scan for. Zero is not a legal ID number and if passed in, *
* a NULL will always be returned. *
* *
* OUTPUT: Returns with a pointer to the ControlClass gadget that has the matching ID number. *
* If no matching gadget was found, then NULL is returned. *
* *
* WARNINGS: If there happens to be more than one gadget with a matching ID, this routine *
* will return a pointer to the first one only. *
* *
* HISTORY: *
* 01/16/1995 JLB : Created. *
*=============================================================================================*/
ControlClass * GadgetClass::Extract_Gadget(unsigned id)
{
GadgetClass * g = this;
if (id != 0) {
while (g != NULL) {
if (g->Get_ID() == id) {
return((ControlClass *)g);
}
g = g->Get_Next();
}
}
return(0);
}
/***********************************************************************************************
* GadgetClass::Flag_To_Redraw -- Flags this gadget to be redrawn. *
* *
* Use this routine to flag the gadget to be redrawn. A gadget so flagged will have its *
* Draw_Me function called at the next available opportunity. Usually, this is the next *
* time the Input() function is called. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/16/1995 JLB : Created. *
*=============================================================================================*/
void GadgetClass::Flag_To_Redraw(void)
{
IsToRepaint = true;
}
/***********************************************************************************************
* GadgetClass::Sticky_Process -- Handles the sticky flag processing. *
* *
* This function examines the event flags and handles any "sticky" processing required. *
* Sticky processing is when the button is flagged with the "IsSticky" bit and it will *
* be processed to the exclusion of all other gadgets while the mouse button is held *
* down. *
* *
* INPUT: flags -- The event flags that triggered the call to this routine. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/16/1995 JLB : Created. *
*=============================================================================================*/
void GadgetClass::Sticky_Process(unsigned flags)
{
if (IsSticky && (flags & LEFTPRESS)) {
StuckOn = this;
}
if (StuckOn == this && (flags & LEFTRELEASE)) {
StuckOn = 0;
}
}
/***********************************************************************************************
* GadgetClass::Set_Focus -- Sets focus to this gadget. *
* *
* This will set the focus to this gadget regardless of any current focus setting. If there *
* is another gadget that has focus, it will have its focus cleared before this gadget will *
* get the focus. A focused gadget is one that has all keyboard input routed to it. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/25/1995 JLB : Created. *
*=============================================================================================*/
void GadgetClass::Set_Focus(void)
{
if (Focused) {
Focused->Flag_To_Redraw();
Focused->Clear_Focus();
}
Flags |= KEYBOARD;
Focused = this;
}
/***********************************************************************************************
* GadgetClass::Clear_Focus -- Clears the focus if this gadget has it. *
* *
* Use this function to clear the focus for the gadget. If the gadget doesn't currently *
* have focus, then this routine will do nothing. For added functionality, overload this *
* virtual function so that gadget specific actions may be take when focus is lost. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/25/1995 JLB : Created. *
*=============================================================================================*/
void GadgetClass::Clear_Focus(void)
{
if (Focused == this) {
Flags &= ~KEYBOARD;
Focused = 0;
}
}
/***********************************************************************************************
* GadgetClass::Has_Focus -- Checks if this object currently has the keyboard focus. *
* *
* If this object has the keyboard focus, then this routine will return true. When the *
* gadget has keyboard focus, all keyboard events get routed to the gadget. *
* *
* INPUT: none *
* *
* OUTPUT: bool; Does this gadget have the keyboard focus? *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/21/1995 JLB : Created. *
*=============================================================================================*/
bool GadgetClass::Has_Focus(void)
{
return(this == Focused);
}
/***********************************************************************************************
* GadgetClass::Is_List_To_Redraw -- tells if any gadget in the list needs redrawing *
* *
* This function is mostly for supporting HidPage drawing. If it returns true, it means *
* the application needs to re-blit the HidPage forward, after calling the list's Input(). *
* *
* INPUT: none *
* *
* OUTPUT: true = an item needs redrawing, false = no items need redrawing *
* *
* WARNINGS: It is assumed 'this' is the head of the list. *
* *
* HISTORY: *
* 01/03/1995 MML : Created. *
*=============================================================================================*/
int GadgetClass::Is_List_To_Redraw(void)
{
GadgetClass * gadget = this;
while (gadget != NULL) {
if (gadget->IsToRepaint) {
return (true);
}
gadget = gadget->Get_Next();
}
return (false);
}
/***********************************************************************************************
* GadgetClass::Set_Position -- Set the coordinate position of this gadget. *
* *
* This routine helps with moving a gadget's location. It will set the gadgets upper *
* left corner to the pixel location specified. *
* *
* INPUT: x,y -- The X and Y position to put the gadget's upper left corner to. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 08/01/1996 JLB : Created. *
*=============================================================================================*/
void GadgetClass::Set_Position(int x, int y)
{
X = x;
Y = y;
}