CnC_Remastered_Collection/TIBERIANDAWN/TAB.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

261 lines
14 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\tab.cpv 2.18 16 Oct 1995 16:52:04 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 : August 25, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* TabClass::AI -- Handles player I/O with the tab buttons. *
* TabClass::Draw_It -- Displays the tab buttons as necessary. *
* 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)
{
IsToRedraw = false;
// Select = -1;
}
/***********************************************************************************************
* 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. *
*=============================================================================================*/
void TabClass::Draw_It(bool complete)
{
SidebarClass::Draw_It(complete);
if (Debug_Map){
//HidPage.Unlock();
return;
}
// Disable tab drawing. ST - 3/1/2019 11:35AM
#if 0
/*
** Redraw the top bar imagery if flagged to do so or if the entire display needs
** to be redrawn.
*/
int width = SeenBuff.Get_Width();
int rightx = width - 1;
if (complete || IsToRedraw) {
if (Tab_Height != 0) {
if (LogicPage->Lock()){
LogicPage->Fill_Rect(0, 0, rightx, Tab_Height-2, BLACK);
CC_Draw_Shape(TabShape, 0, 0, 0, WINDOW_MAIN, SHAPE_NORMAL);
CC_Draw_Shape(TabShape, 0, width-Eva_Width, 0, WINDOW_MAIN, SHAPE_NORMAL);
Draw_Credits_Tab();
LogicPage->Draw_Line(0, Tab_Height-1, rightx, Tab_Height-1, BLACK);
Fancy_Text_Print(TXT_TAB_BUTTON_CONTROLS, Eva_Width/2, 0, 11, TBLACK, TPF_GREEN12_GRAD|TPF_CENTER | TPF_USE_GRAD_PAL);
Fancy_Text_Print(TXT_TAB_SIDEBAR, width-(Eva_Width/2), 0, 11, TBLACK, TPF_GREEN12_GRAD|TPF_CENTER | TPF_USE_GRAD_PAL);
}
LogicPage->Unlock();
}
}
Credits.Graphic_Logic(complete || IsToRedraw);
#endif
IsToRedraw = false;
}
void TabClass::Draw_Credits_Tab(void)
{
CC_Draw_Shape(TabShape, 0, 320, 0, WINDOW_MAIN, SHAPE_NORMAL);
}
/***********************************************************************************************
* TC::Hilite_Tab -- Draw a tab in its depressed state *
* *
* *
* *
* INPUT: Tab to draw (not used) *
* *
* OUTPUT: Nothing *
* *
* WARNINGS: None *
* *
* HISTORY: *
* 5/21/96 10:47AM ST : Created *
*=============================================================================================*/
void TabClass::Hilite_Tab(int tab)
{
int xpos = 0;
int text = TXT_TAB_BUTTON_CONTROLS;
tab = tab;
CC_Draw_Shape(TabShape, 1 , xpos, 0, WINDOW_MAIN, SHAPE_NORMAL);
Fancy_Text_Print(TXT_TAB_BUTTON_CONTROLS, 80, 0, 11, TBLACK, TPF_GREEN12|TPF_CENTER | TPF_USE_GRAD_PAL);
}
/***********************************************************************************************
* 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 && 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 || (Special.IsScrollMod && ((x > 3 && x < Eva_Width) || (x < width-3 && x > width-Eva_Width)))) {
ok = true;
}
if (ok) {
if (input == KN_LMOUSE) {
int sel = -1;
if (x < Eva_Width) sel = 0;
if (x > width-Eva_Width) sel = 1;
if (sel >= 0) {
Set_Active(sel);
input = KN_NONE;
}
}
Override_Mouse_Shape(MOUSE_NORMAL, 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;
}
}
void TabClass::One_Time(void)
{
int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
Eva_Width = 80 * factor;
//Tab_Height = 8 * factor;
Tab_Height = 0; // Disable tab drawing. ST - 3/1/2019 11:35AM
SidebarClass::One_Time();
TabShape = Hires_Retrieve("TABS.SHP");
}