CnC_Remastered_Collection/REDALERT/WOLEDIT.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

165 lines
4.8 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
#ifdef WOLAPI_INTEGRATION
/***************************************************************************
* WOLEditClass -- Derived from EditClass, includes changes I wanted for
* wolapi integration stuff.
* Note: An editbox of this class cannot be made read-only. See comment below.
* HISTORY: 07/17/1998 ajw : Created.
*=========================================================================*/
#include "WOLEdit.h"
//#include "WolDebug.h"
bool bTabKeyPressedHack = false;
//***********************************************************************************************
void WOLEditClass::Draw_Text( char const * text )
{
// Only difference between this and EditClass: cursor shows up when
// string is at MaxLength.
TextPrintType flags;
if (Has_Focus()) {
flags = TPF_BRIGHT_COLOR;
} else {
flags = (TextPrintType)0;
}
Conquer_Clip_Text_Print(text, X+1, Y+1, Color, TBLACK, TextFlags | flags, Width-2);
if (Has_Focus() && // strlen(text) < MaxLength &&
(String_Pixel_Width(text) + String_Pixel_Width ("_") < Width-2) ) {
Conquer_Clip_Text_Print( "_", X+1+String_Pixel_Width(text), Y+1, Color, TBLACK, TextFlags | flags);
}
}
//***********************************************************************************************
// Override of EditClass::Action, because the base class does not behave correctly in certain circumstances.
// (Escape key is being processed as enter key.)
// Again, I'm not about to change the base class directly, as I'm trying to have as minimal an affect as possible on
// the current game code. -ajw
int WOLEditClass::Action(unsigned flags, KeyNumType & key)
{
// (Mostly duplicated from base class ::Action)
/* For some painful reason, IsReadOnly is private in the base class, so I can't do the following.
For this reason, don't make a WOLEditClass edit box read-only.
//
// If this is a read-only edit box, it's a display-only device
//
if (IsReadOnly) {
return(false);
}
*/
//debugprint( "WOLEditClass::Action this=%i, flags=0x%x, key=0x%x\n", this, flags, key );
//
// If the left mouse button is pressed over this gadget, then set the focus to
// this gadget. The event flag is cleared so that no button ID number is returned.
//
if ((flags & LEFTPRESS)) {
flags &= ~LEFTPRESS;
Set_Focus();
Flag_To_Redraw(); // force to draw cursor
}
//
// Handle keyboard events here. Normally, the key is added to the string, but if the
// RETURN key is pressed, then the button ID number is returned from the Input()
// function.
//
if ((flags & KEYBOARD) && Has_Focus()) {
//
// Process the keyboard character. If indicated, consume this keyboard event
// so that the edit gadget ID number is not returned.
//
if (key == KN_ESC) {
Clear_Focus();
flags = 0;
} else {
#ifdef WIN32
KeyASCIIType ascii = (KeyASCIIType)(Keyboard->To_ASCII(key) & 0xff);
//
// Allow numeric keypad presses to map to ascii numbers
//
if ((key & WWKEY_VK_BIT) && ascii >='0' && ascii <= '9') {
key = (KeyNumType)(key & ~WWKEY_VK_BIT);
if ( (!(flags & LEFTRELEASE)) && (!(flags & RIGHTRELEASE))) {
if (Handle_Key (ascii) ) {
flags &= ~KEYBOARD;
key = KN_NONE;
}
}
} else {
//
// Filter out all special keys except return and backspace
//
if ((!(key & WWKEY_VK_BIT) && ascii >= ' ' && ascii <= 255)
|| key == KN_RETURN || key == KN_BACKSPACE) {
if ((!(flags & LEFTRELEASE)) && (!(flags & RIGHTRELEASE))) {
if (Handle_Key(Keyboard->To_ASCII(key))) {
flags &= ~KEYBOARD;
key = KN_NONE;
}
}
} else {
if( key == KN_TAB )
{
bTabKeyPressedHack = true;
}
flags &= ~KEYBOARD;
key = KN_NONE;
}
}
}
#else //WIN32
if (Handle_Key(Keyboard->To_ASCII(key))) {
flags &= ~KEYBOARD;
key = KN_NONE;
}
}
#endif //WIN32
}
else
{
// ajw added
// if( key == ( KN_ESC | WWKEY_RLS_BIT ) && ( key & WWKEY_ALT_BIT ) )
// {
//Clear_Focus();
flags = 0;
key = KN_NONE;
// }
}
return(ControlClass::Action(flags, key));
}
#endif