CnC_Remastered_Collection/TIBERIANDAWN/VISUDLG.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

422 lines
13 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\visudlg.cpv 2.17 16 Oct 1995 16:51:40 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 : VISUDLG.CPP *
* *
* Programmer : Maria del Mar McCready Legg *
* Joe L. Bostic *
* *
* Start Date : Jan 8, 1995 *
* *
* Last Update : June 18, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* VisualControlsClass::Process -- Process the visual control dialog box. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "visudlg.h"
int VisualControlsClass::Init(void)
{
int factor = (SeenBuff.Get_Width() == 320) ? 1 : 2;
Option_Width = 216 * factor;
Option_Height = 122 * factor;
Option_X = (((SeenBuff.Get_Width() - Option_Width) / 2));
Option_Y = ((SeenBuff.Get_Height() - Option_Height) / 2);
Text_X = Option_X + (28 * factor);
Text_Y = Option_Y + (30 * factor);
Slider_X = Option_X + (105 * factor);
Slider_Y = Option_Y + (30 * factor);
Slider_Width = 70 * factor;
Slider_Height = 5 * factor;
Slider_Y_Spacing = 11 * factor;
Button_X = Option_X + (63 * factor);
Button_Y = Option_Y + (102 * factor);
return(factor);
}
/***********************************************************************************************
* VisualControlsClass::Process -- Process the visual control dialog box. *
* *
* This routine displays and processes the visual controls dialog box. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 06/18/1995 JLB : Created. *
*=============================================================================================*/
void VisualControlsClass::Process(void)
{
static int _titles[4] = {
TXT_BRIGHTNESS,
TXT_COLOR,
TXT_CONTRAST,
TXT_TINT
};
enum {
NUM_OF_BUTTONS = 6,
};
/*
** Variables.
*/
int selection;
int factor;
bool pressed;
int curbutton;
TextButtonClass *buttons[NUM_OF_BUTTONS];
SliderClass *buttonsliders[NUM_OF_BUTTONS];
factor = Init();
Set_Logic_Page(SeenBuff);
/*
** Create Buttons. Button coords are in pixels, but are window-relative.
*/
TextButtonClass optionsbtn(
BUTTON_OPTIONS,
TXT_GAME_CONTROLS,
TPF_6PT_GRAD | TPF_NOSHADOW,
0,
Button_Y );
TextButtonClass resetbtn(
BUTTON_RESET,
TXT_RESET_MENU,
TPF_6PT_GRAD | TPF_NOSHADOW,
0,
Button_Y);
/*
** Centers options button.
*/
optionsbtn.X = Option_X + (Option_Width - optionsbtn.Width - (15 * factor));
resetbtn.X = Option_X + (15 *factor);
resetbtn.Add_Tail(optionsbtn);
/*
** Brightness (value) control.
*/
SliderClass brightness(BUTTON_BRIGHTNESS, Slider_X, Slider_Y + (Slider_Y_Spacing*0), Slider_Width, Slider_Height);
brightness.Set_Thumb_Size(20);
brightness.Set_Value(Options.Get_Brightness());
brightness.Add_Tail(optionsbtn);
/*
** Color (saturation) control.
*/
SliderClass color(BUTTON_COLOR, Slider_X, Slider_Y + (Slider_Y_Spacing*1), Slider_Width, Slider_Height);
color.Set_Thumb_Size(20);
color.Set_Value(Options.Get_Color());
color.Add_Tail(optionsbtn);
/*
** Contrast control.
*/
SliderClass contrast(BUTTON_CONTRAST, Slider_X, Slider_Y + (Slider_Y_Spacing*2), Slider_Width, Slider_Height);
contrast.Set_Thumb_Size(20);
contrast.Set_Value(Options.Get_Contrast());
contrast.Add_Tail(optionsbtn);
/*
** Tint (hue) control.
*/
SliderClass tint(BUTTON_TINT, Slider_X, Slider_Y + (Slider_Y_Spacing*3), Slider_Width, Slider_Height);
tint.Set_Thumb_Size(20);
tint.Set_Value(Options.Get_Tint());
tint.Add_Tail(optionsbtn);
/*
** This causes left mouse button clicking within the confines of the dialog to
** be ignored if it wasn't recognized by any other button or slider.
*/
GadgetClass dialog(Option_X, Option_Y, Option_Width, Option_Height, GadgetClass::LEFTPRESS);
dialog.Add_Tail(optionsbtn);
/*
** This causes a right click anywhere or a left click outside the dialog region
** to be equivalent to clicking on the return to options dialog.
*/
ControlClass background(BUTTON_OPTIONS, 0, 0, SeenBuff.Get_Width(), SeenBuff.Get_Height(), GadgetClass::LEFTPRESS|GadgetClass::RIGHTPRESS);
background.Add_Tail(optionsbtn);
curbutton = 0;
buttons[0] = NULL;
buttons[1] = NULL;
buttons[2] = NULL;
buttons[3] = NULL;
buttons[4] = &resetbtn;
buttons[5] = &optionsbtn;
buttonsliders[0] = &brightness;
buttonsliders[1] = &color;
buttonsliders[2] = &contrast;
buttonsliders[3] = ∭
buttonsliders[4] = NULL;
buttonsliders[5] = NULL;
/*
** Main Processing Loop.
*/
bool display = true;
bool process = true;
bool partial = true;
pressed = false;
while (process) {
/*
** Invoke game callback.
*/
if (GameToPlay == GAME_NORMAL) {
Call_Back();
} else {
if (Main_Loop()) {
process = false;
}
}
/*
** 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;
}
/*
** Refresh display if needed.
*/
if (display) {
Hide_Mouse();
Dialog_Box(Option_X, Option_Y, Option_Width, Option_Height);
Draw_Caption(TXT_VISUAL_CONTROLS, Option_X, Option_Y, Option_Width);
Show_Mouse();
display = false;
partial = true;
}
/*
** If just the buttons and captions need to be redrawn, then do so now.
*/
if (partial) {
Hide_Mouse();
/*
** Draw the titles.
*/
for (int i = 0; i < (sizeof(_titles)/sizeof(_titles[0])); i++) {
Fancy_Text_Print(_titles[i], Slider_X-8, Text_Y + (i*Slider_Y_Spacing),
CC_GREEN, TBLACK, TPF_6PT_GRAD|TPF_RIGHT|TPF_NOSHADOW| ((curbutton == i) ? TPF_BRIGHT_COLOR : TPF_USE_GRAD_PAL));
}
optionsbtn.Draw_All();
Show_Mouse();
partial = false;
}
/*
** Get and process player input.
*/
KeyNumType input = optionsbtn.Input();
switch (input) {
case (BUTTON_BRIGHTNESS | KN_BUTTON):
Options.Set_Brightness(brightness.Get_Value());
break;
case (BUTTON_COLOR | KN_BUTTON):
Options.Set_Color(color.Get_Value());
break;
case (BUTTON_CONTRAST | KN_BUTTON):
Options.Set_Contrast(contrast.Get_Value());
break;
case (BUTTON_TINT | KN_BUTTON):
Options.Set_Tint(tint.Get_Value());
break;
case (BUTTON_RESET | KN_BUTTON):
selection = BUTTON_RESET;
pressed = true;
break;
case KN_ESC:
case BUTTON_OPTIONS|KN_BUTTON:
selection = BUTTON_OPTIONS;
pressed = true;
break;
case (KN_LEFT):
if (curbutton <= (BUTTON_TINT - BUTTON_BRIGHTNESS)) {
buttonsliders[curbutton]->Bump(1);
switch (curbutton) {
case (BUTTON_BRIGHTNESS - BUTTON_BRIGHTNESS):
Options.Set_Brightness(brightness.Get_Value());
break;
case (BUTTON_COLOR - BUTTON_BRIGHTNESS):
Options.Set_Color(color.Get_Value());
break;
case (BUTTON_CONTRAST - BUTTON_BRIGHTNESS):
Options.Set_Contrast(contrast.Get_Value());
break;
case (BUTTON_TINT - BUTTON_BRIGHTNESS):
Options.Set_Tint(tint.Get_Value());
break;
}
} else {
buttons[curbutton]->Turn_Off();
buttons[curbutton]->Flag_To_Redraw();
curbutton--;
if (curbutton < (BUTTON_RESET - BUTTON_BRIGHTNESS) ) {
curbutton = (BUTTON_OPTIONS - BUTTON_BRIGHTNESS);
}
buttons[curbutton]->Turn_On();
buttons[curbutton]->Flag_To_Redraw();
}
break;
case (KN_RIGHT):
if (curbutton <= (BUTTON_TINT - BUTTON_BRIGHTNESS)) {
buttonsliders[curbutton]->Bump(0);
switch (curbutton) {
case (BUTTON_BRIGHTNESS - BUTTON_BRIGHTNESS):
Options.Set_Brightness(brightness.Get_Value());
break;
case (BUTTON_COLOR - BUTTON_BRIGHTNESS):
Options.Set_Color(color.Get_Value());
break;
case (BUTTON_CONTRAST - BUTTON_BRIGHTNESS):
Options.Set_Contrast(contrast.Get_Value());
break;
case (BUTTON_TINT - BUTTON_BRIGHTNESS):
Options.Set_Tint(tint.Get_Value());
break;
}
} else {
buttons[curbutton]->Turn_Off();
buttons[curbutton]->Flag_To_Redraw();
curbutton++;
if (curbutton > (BUTTON_OPTIONS - BUTTON_BRIGHTNESS) ) {
curbutton = (BUTTON_RESET - BUTTON_BRIGHTNESS);
}
buttons[curbutton]->Turn_On();
buttons[curbutton]->Flag_To_Redraw();
}
break;
case (KN_UP):
if (curbutton <= (BUTTON_TINT - BUTTON_BRIGHTNESS) ) {
partial = true;
} else {
buttons[curbutton]->Turn_Off();
buttons[curbutton]->Flag_To_Redraw();
}
curbutton--;
if (curbutton == (BUTTON_RESET - BUTTON_BRIGHTNESS) ) {
curbutton--;
}
if (curbutton < 0) {
curbutton = (BUTTON_RESET - BUTTON_BRIGHTNESS);
}
if (curbutton <= (BUTTON_TINT - BUTTON_BRIGHTNESS) ) {
partial = true;
} else {
buttons[curbutton]->Turn_On();
buttons[curbutton]->Flag_To_Redraw();
}
break;
case (KN_DOWN):
if (curbutton <= (BUTTON_TINT - BUTTON_BRIGHTNESS) ) {
partial = true;
} else {
buttons[curbutton]->Turn_Off();
buttons[curbutton]->Flag_To_Redraw();
}
curbutton++;
if (curbutton > (BUTTON_RESET - BUTTON_BRIGHTNESS) ) {
curbutton = 0;
}
if (curbutton <= (BUTTON_TINT - BUTTON_BRIGHTNESS) ) {
partial = true;
} else {
buttons[curbutton]->Turn_On();
buttons[curbutton]->Flag_To_Redraw();
}
break;
case (KN_RETURN):
selection = curbutton + BUTTON_BRIGHTNESS;
pressed = true;
break;
default:
break;
}
if (pressed) {
switch (selection) {
case (BUTTON_RESET):
brightness.Set_Value(128);
contrast.Set_Value(128);
color.Set_Value(128);
tint.Set_Value(128);
Options.Set_Brightness(128);
Options.Set_Contrast(128);
Options.Set_Color(128);
Options.Set_Tint(128);
break;
case (BUTTON_OPTIONS):
process = false;
break;
}
pressed = false;
}
}
}