CnC_Remastered_Collection/REDALERT/WOL_OPT.CPP

255 lines
6.7 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
// Wol_Opt.cpp - WW online options dialog.
// ajw 09/1/98
#include "function.h"
#include "IconList.h"
#include "WolapiOb.h"
#include "WolStrng.h"
#include "BigCheck.h"
//#include "WolDebug.h"
extern bool cancel_current_msgbox;
//***********************************************************************************************
bool WOL_Options_Dialog( WolapiObject* pWO, bool bCalledFromGame )
{
// Returns true only if called from inside game, and the game ended on us unexpectedly.
bool bReturn = false;
bool bEscapeDown = false;
bool bReturnDown = false;
bool bIgnoreReturnDown = false;
if( ( ::GetAsyncKeyState( VK_RETURN ) & 0x8000 ) )
{
// The return key is already down, as we enter the dialog.
// Until it comes up again, ignore this fact, so that we don't act on a return press that's not valid.
bIgnoreReturnDown = true;
}
/*
** Dialog & button dimensions
*/
#ifdef GERMAN
int d_list_w = 180 * RESFACTOR;
#else
#ifdef FRENCH
int d_list_w = 165 * RESFACTOR;
#else
int d_list_w = 165 * RESFACTOR;
#endif
#endif
int d_dialog_w = d_list_w + 40 * RESFACTOR; // dialog width
int d_dialog_h = 90 * RESFACTOR; // dialog height
int d_dialog_x = (((320 * RESFACTOR) - d_dialog_w) / 2);
int d_dialog_y = (((200 * RESFACTOR) - d_dialog_h) / 2);
int d_dialog_cx = d_dialog_x + (d_dialog_w / 2); // coord of x-center
int d_txt8_h = 11 * RESFACTOR; // ht of 8-pt text
int d_margin = 7 * RESFACTOR; // margin width/height
int x_margin = 16 * RESFACTOR; // margin width/height
int top_margin = 0;
// int d_list_w = 100 * RESFACTOR;
int d_list_h = 7 * RESFACTOR;
int d_list_x = d_dialog_cx - d_list_w / 2;
int d_list_y = d_dialog_y + d_margin + 24;
#if (GERMAN | FRENCH)
int d_ok_w = 40 * RESFACTOR;
#else
int d_ok_w = 40 * RESFACTOR;
#endif
int d_ok_h = 13 * RESFACTOR;
int d_ok_x = d_dialog_cx - d_ok_w / 2;
int d_ok_y = d_dialog_y + d_dialog_h - d_ok_h - d_margin;
/*
** Button enumerations
*/
enum {
BUTTON_OK = 100,
CHECK_FIND,
CHECK_PAGE,
CHECK_LANGUAGE,
CHECK_ALLGAMES,
CHECK_RANKAM,
};
/*
** Buttons
*/
ControlClass* commands = NULL; // the button list
TextButtonClass OkBtn( BUTTON_OK, TXT_OK, TPF_BUTTON, d_ok_x, d_ok_y, d_ok_w );
BigCheckBoxClass FindCheck( CHECK_FIND, d_list_x, d_list_y, d_list_w, d_list_h,
TXT_WOL_OPTFIND, TPF_6PT_GRAD | TPF_NOSHADOW, pWO->bFindEnabled );
BigCheckBoxClass PageCheck( CHECK_PAGE, d_list_x, d_list_y + d_list_h + 2, d_list_w, d_list_h,
TXT_WOL_OPTPAGE, TPF_6PT_GRAD | TPF_NOSHADOW, pWO->bPageEnabled );
BigCheckBoxClass LanguageCheck( CHECK_LANGUAGE, d_list_x, d_list_y + 2 * ( d_list_h + 2 ), d_list_w, d_list_h,
TXT_WOL_OPTLANGUAGE, TPF_6PT_GRAD | TPF_NOSHADOW, pWO->bLangFilter );
BigCheckBoxClass GamescopeCheck( CHECK_ALLGAMES, d_list_x, d_list_y + 3 * ( d_list_h + 2 ), d_list_w, d_list_h,
TXT_WOL_OPTGAMESCOPE, TPF_6PT_GRAD | TPF_NOSHADOW, !pWO->bAllGamesShown );
BigCheckBoxClass RankAMCheck( CHECK_RANKAM, d_list_x, d_list_y + 4 * ( d_list_h + 2 ), d_list_w, d_list_h,
TXT_WOL_OPTRANKAM, TPF_6PT_GRAD | TPF_NOSHADOW, !pWO->bShowRankRA );
/*
** Initialize.
*/
Set_Logic_Page(SeenBuff);
/*
** Create the button list.
*/
commands = &OkBtn;
FindCheck.Add_Tail(*commands);
PageCheck.Add_Tail(*commands);
LanguageCheck.Add_Tail(*commands);
GamescopeCheck.Add_Tail(*commands);
RankAMCheck.Add_Tail(*commands);
/*
** Main Processing Loop.
*/
Keyboard->Clear();
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback.
*/
if( !bCalledFromGame )
Call_Back();
else
{
if( Main_Loop() ) // Game ended on us in the background.
{
process = false;
bReturn = true;
}
}
#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;
display = true;
}
#endif
/*
** Refresh display if needed.
*/
if (display) {
/*
** Display the dialog box.
*/
Hide_Mouse();
Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
Draw_Caption( TXT_WOL_OPTTITLE, d_dialog_x, d_dialog_y, d_dialog_w );
commands->Flag_List_To_Redraw();
Show_Mouse();
display = false;
}
// Force mouse visible, as some beta testers report unexplicable disappearing cursors.
while( Get_Mouse_State() )
Show_Mouse();
// Be nice to other apps.
Sleep( 50 );
/*
** Get user input.
*/
KeyNumType input = commands->Input();
// My hack for triggering escape and return on key up instead of down...
// The problem that was occurring was that the calling dialog would act on the key up,
// though this dialog handled the key down. ajw
if( ( ::GetAsyncKeyState( VK_ESCAPE ) & 0x8000 ) )
{
bEscapeDown = true;
}
else if( bEscapeDown )
{
input = (KeyNumType)( BUTTON_OK | KN_BUTTON );
bEscapeDown = false;
}
if( ( ::GetAsyncKeyState( VK_RETURN ) & 0x8000 ) )
{
if( !bIgnoreReturnDown )
bReturnDown = true;
}
else
{
bIgnoreReturnDown = false;
if( bReturnDown )
{
input = (KeyNumType)( BUTTON_OK | KN_BUTTON );
bReturnDown = false;
}
}
/*
** Process input.
*/
if( cancel_current_msgbox )
{
cancel_current_msgbox = false;
input = (KeyNumType)( BUTTON_OK | KN_BUTTON );
}
switch( input )
{
case ( BUTTON_OK | KN_BUTTON ):
process = false;
break;
case ( CHECK_FIND | KN_BUTTON ):
case ( CHECK_PAGE | KN_BUTTON ):
case ( CHECK_LANGUAGE | KN_BUTTON ):
case ( CHECK_ALLGAMES | KN_BUTTON ):
pWO->SetOptions( FindCheck.IsOn, PageCheck.IsOn, LanguageCheck.IsOn, !GamescopeCheck.IsOn );
break;
case ( CHECK_RANKAM | KN_BUTTON ):
pWO->bShowRankRA = !RankAMCheck.IsOn;
pWO->bMyRecordUpdated = true;
pWO->bShowRankUpdated = true;
break;
default:
break;
}
}
return bReturn;
}
#endif