CnC_Remastered_Collection/TIBERIANDAWN/MSGBOX.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

480 lines
17 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: F:\projects\c&c\vcs\code\msgbox.cpv 2.18 16 Oct 1995 16:50:48 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: *
* CCMessageBox::Process -- Handles all the options graphic interface. *
* CCMessageBox::Process -- Displays message box. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "msgbox.h"
#include "gadget.h"
#ifdef JAPANESE
CCMessageBox::CCMessageBox(int caption, bool pict) : Caption(caption), IsPicture(pict)
{
}
#endif
/***********************************************************************************************
* CCMessageBox::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 CCMessageBox::Process(const char *msg, const char *b1txt, const char *b2txt, const char *b3txt, bool preserve)
{
#define BUFFSIZE (511)
//#define BUFFSIZE (255)
char buffer[BUFFSIZE];
int retval;
bool process; // loop while true
KeyNumType input; // user input
int selection;
bool pressed;
int curbutton;
TextButtonClass *buttons[3];
void *back;
BOOL display; // display level
int realval[5];
GraphicBufferClass seen_buff_save(VisiblePage.Get_Width(),VisiblePage.Get_Height(),(void*)NULL);
int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
if (b1txt && *b1txt == '\0') b1txt = 0;
if (b2txt && *b2txt == '\0') b2txt = 0;
if (b3txt && *b3txt == '\0') b3txt = 0;
/*
** Examine the optional button parameters. Fetch the width and starting
** characters for each.
*/
Fancy_Text_Print(TXT_NONE, 0, 0, TBLACK, TBLACK, TPF_6PT_GRAD|TPF_NOSHADOW);
char b1char, b2char, b3char; // 1st char of each string
int bwidth, bheight; // button width and height
int numbuttons = 0;
if (b1txt) {
b1char = toupper(b1txt[0]);
/*
** Build the button list.
*/
bheight = FontHeight + FontYSpacing + (2*factor);
bwidth = MAX((String_Pixel_Width(b1txt) + (8 *factor)), 30U * (unsigned)factor);
if (b2txt) {
numbuttons = 2;
b2char = toupper(b2txt[0]);
bwidth = MAX((String_Pixel_Width( b2txt ) + (8*factor)), (unsigned)bwidth);
if (b3txt) {
numbuttons = 3;
b3char = toupper(b3txt[0]);
}
} 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-2);
int width;
int height;
#ifdef JAPANESE
if(IsPicture) {
width = 90;
height = 140 - 60;
} else
#endif
Format_Window_String(buffer, 255 * factor, width, height);
//BG #ifdef JAPANESE
//BG if(!IsPicture) {
//BG #else
width = MAX(width, 50 * factor);
width += 40 * factor;
//BG #endif
//BG #ifdef JAPANESE
//BG }
//BG #endif
height += (numbuttons == 0) ? (30 * factor) : (60 * factor);
int x = (SeenBuff.Get_Width() - width) / 2;
int y = (SeenBuff.Get_Height() - height) / 2;
/*
** Other inits.
*/
Set_Logic_Page(SeenBuff);
VisiblePage.Blit(seen_buff_save);
/*
** Initialize the button structures. All are initialized, even though one (or none) may
** actually be added to the button list.
*/
TextButtonClass button1(BUTTON_1, b1txt, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW,
x + ((numbuttons == 1) ? ((width - bwidth) >> 1) : (10*factor)), y + height - (bheight + (5*factor)), bwidth);
TextButtonClass button2(BUTTON_2, b2txt, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW,
x + width - (bwidth + (10*factor)), y + height - (bheight + (5*factor)), bwidth);
TextButtonClass button3(BUTTON_3, b3txt, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW, 0, y + height - (bheight + (5*factor)));
button3.X = x + ((width - button3.Width) >> 1);
TextButtonClass * buttonlist = 0;
curbutton = 0;
/*
** Add and inialize the buttons to the button list.
*/
if (numbuttons) {
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) {
back = new char[width * height];
SeenBuff.To_Buffer(x, y, width, height, back, width * height);
}
//display = TRUE;
#ifdef JAPANESE
if(IsPicture) {
Load_Uncompress(CCFileClass(msg), SysMemPage, SysMemPage);
SysMemPage.Blit(SeenBuff, 160, 100);
} else {
#endif
Dialog_Box(x, y, width, height);
Draw_Caption(Caption, x, y, width);
/*
** Draw the caption.
*/
Fancy_Text_Print(buffer, x + (20*factor), y + (25*factor), CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
#ifdef JAPANESE
}
#endif
/*
** Redraw the buttons.
*/
if (buttonlist) {
buttonlist->Draw_All();
}
Show_Mouse();
/*
** Main Processing Loop.
*/
if (buttonlist) {
process = true;
pressed = false;
while (process) {
/*
** 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;
}
if (display){
display = FALSE;
Hide_Mouse();
#ifdef JAPANESE
if(IsPicture) {
Load_Uncompress(CCFileClass(msg), SysMemPage, SysMemPage);
SysMemPage.Blit(SeenBuff, 160, 100);
} else {
#endif
Dialog_Box(x, y, width, height);
Draw_Caption(Caption, x, y, width);
/*
** Draw the caption.
*/
Fancy_Text_Print(buffer, x + (20 * factor), y + (25 * factor), CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_USE_GRAD_PAL|TPF_NOSHADOW);
#ifdef JAPANESE
}
#endif
/*
** Redraw the buttons.
*/
if (buttonlist) {
buttonlist->Draw_All();
}
Show_Mouse();
}
/*
** Invoke game callback.
*/
Call_Back();
/*
** Fetch and process input.
*/
input = buttonlist->Input();
switch (input) {
case (BUTTON_1|BUTTON_FLAG):
selection = realval[0];
pressed = true;
break;
case (KN_ESC):
if (numbuttons > 2) {
selection = realval[1];
pressed = true;
} else {
selection = realval[2];
pressed = true;
}
break;
case (BUTTON_2|BUTTON_FLAG):
selection = realval[1];
pressed = true;
break;
case (BUTTON_3|BUTTON_FLAG):
selection = realval[2];
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 = curbutton + BUTTON_1;
pressed = true;
break;
/*
** Check 'input' to see if it's the 1st char of button text
*/
default:
#ifdef NEVER
if (b1char == toupper(Keyboard::To_ASCII((KeyNumType)(input & 0xFF)))) {
selection = BUTTON_1;
pressed = true;
} else if (b2txt!=NULL &&
b2char == toupper(Keyboard::To_ASCII((KeyNumType)(input & 0xFF)))) {
selection = BUTTON_2;
pressed = true;
}
#endif
break;
}
if (pressed) {
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 {
/*
** Delay for a brief moment so that the dialog box will be visible long
** enough to read the text.
*/
CountDownTimerClass timer(BT_SYSTEM, 0);
timer.Start();
timer.Set(TICKS_PER_SECOND*4);
while (timer.Time() > 0) {
Call_Back();
}
Keyboard::Clear();
}
/*
** Restore the screen if necessary.
*/
if (preserve) {
Hide_Mouse();
if (SeenBuff.Lock()){
Buffer_To_Page(x, y, width, height, back, &SeenBuff);
}
SeenBuff.Unlock();
delete[] back;
back = NULL;
Show_Mouse();
}
return(retval);
}
/***********************************************************************************************
* CCMessageBox::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 CCMessageBox::Process(int msg, int b1txt, int b2txt, int b3txt, bool preserve)
{
return(Process(Text_String(msg), b1txt, b2txt, b3txt, preserve));
}
/***********************************************************************************************
* CCMessageBox::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 CCMessageBox::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));
}