CnC_Remastered_Collection/REDALERT/SEDITDLG.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

384 lines
10 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
// SEditDlg.cpp - "SimpleEditDlgClass": An ok/cancel type dialog with 1 or 2 edit boxes.
// Mostly a hack for what I need right now - not necessarily very flexible.
// Still - I can't believe there isn't a set of dialog classes in here already.
// ajw 07/21/98
#include "SEditDlg.h"
#include "WOLEdit.h"
extern bool cancel_current_msgbox;
bool disable_current_msgbox = false;
//***********************************************************************************************
SimpleEditDlgClass::SimpleEditDlgClass( int iDialogWidth, const char* szTitle, const char* szPrompt, int iEditCharsAccept,
const char* szPrompt2 /* = NULL */, int iEditCharsAccept2 /* = 0 */ )
: iDialogWidth( iDialogWidth ), iEditCharsAccept( iEditCharsAccept ), iEditCharsAccept2( iEditCharsAccept2 )
{
// Copy strings.
if( szTitle )
{
this->szTitle = new char[ strlen( szTitle ) + 1 ];
strcpy( this->szTitle, szTitle );
}
else
this->szTitle = NULL;
if( szPrompt )
{
this->szPrompt = new char[ strlen( szPrompt ) + 1 ];
strcpy( this->szPrompt, szPrompt );
}
else
this->szPrompt = NULL; // I wouldn't try this ... not totally implemented.
if( szPrompt2 )
{
this->szPrompt2 = new char[ strlen( szPrompt2 ) + 1 ];
strcpy( this->szPrompt2, szPrompt2 );
}
else
this->szPrompt2 = NULL; // This is the flag for whether or not there is a second edit box.
*szEdit = 0;
*szEdit2 = 0;
szOkButton = Text_String( TXT_OK );
szCancelButton = Text_String( TXT_CANCEL );
szMiddleButton = NULL;
}
//***********************************************************************************************
SimpleEditDlgClass::~SimpleEditDlgClass()
{
delete [] szTitle;
delete [] szPrompt;
delete [] szPrompt2;
}
//***********************************************************************************************
void SimpleEditDlgClass::SetButtons( const char* szOk, const char* szCancel, const char* szMiddle /*= NULL*/ )
{
szOkButton = szOk;
szCancelButton = szCancel;
szMiddleButton = szMiddle;
}
//***********************************************************************************************
const char* SimpleEditDlgClass::Show()
{
// Shows dialog, returns text of button pressed.
// Unless SetButtons() is used, value will be TXT_OK or TXT_CANCEL string values.
bool bEscapeDown = false;
bool bReturnDown = false;
/*
** Dialog & button dimensions
*/
int x_margin = 18 * RESFACTOR; // margin width/height
int y_margin = 10 * RESFACTOR; // margin width/height
int d_gap_y = 5 * RESFACTOR;
int d_dialog_w = iDialogWidth;
int d_dialog_h = szPrompt2 ? ( 29 * RESFACTOR ) + 2 * d_gap_y + 2 * y_margin : ( 19 * RESFACTOR ) + d_gap_y + 2 * y_margin;
if( szTitle )
d_dialog_h += 10 * RESFACTOR + 2 * d_gap_y;
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
/*
if( szTitle )
{
d_title_w = String_Pixel_Width( szTitle );
d_title_h = 10 * RESFACTOR;
d_title_x = d_dialog_cx - d_title_w / 2;
d_title_y = d_dialog_y + d_gap_y;
}
*/
int d_prompt_w = String_Pixel_Width( szPrompt );
int d_prompt_h = 10 * RESFACTOR;
int d_prompt_x = d_dialog_x + x_margin;
int d_prompt_y = szTitle ? ( d_dialog_y + 3 * d_gap_y + 10 * RESFACTOR ) : ( d_dialog_y + d_gap_y );
int d_edit_w = d_dialog_w - d_prompt_w - 2 * x_margin;
int d_edit_h = 10 * RESFACTOR;
int d_edit_x = d_dialog_x + d_prompt_w + x_margin;
int d_edit_y = d_prompt_y;
int d_prompt2_w = szPrompt2 ? String_Pixel_Width( szPrompt2 ) : 0;
int d_prompt2_h = 10 * RESFACTOR;
int d_prompt2_x = d_dialog_x + x_margin;
int d_prompt2_y = d_prompt_y + d_prompt2_h + d_gap_y;
int d_edit2_w = d_dialog_w - d_prompt2_w - 2 * x_margin;
int d_edit2_h = 10 * RESFACTOR;
int d_edit2_x = d_dialog_x + d_prompt2_w + x_margin;
int d_edit2_y = d_prompt2_y;
int d_ok_w, d_ok_h, d_ok_x, d_ok_y, d_cancel_w, d_cancel_h, d_cancel_x, d_cancel_y, d_mid_x, d_mid_y, d_mid_w, d_mid_h;
if( !szMiddleButton )
{
d_ok_w = 40 * RESFACTOR;
d_ok_h = 9 * RESFACTOR;
d_ok_x = d_dialog_cx - d_ok_w - 10 * RESFACTOR;
d_ok_y = d_dialog_y + d_dialog_h - d_ok_h - y_margin;
d_cancel_w = 40 * RESFACTOR;
d_cancel_h = 9 * RESFACTOR;
d_cancel_x = d_dialog_cx + 10 * RESFACTOR;
d_cancel_y = d_ok_y;
}
else
{
d_ok_w = 40 * RESFACTOR;
d_ok_h = 9 * RESFACTOR;
d_ok_x = d_dialog_cx - d_ok_w - 30 * RESFACTOR;
d_ok_y = d_dialog_y + d_dialog_h - d_ok_h - y_margin;
d_mid_w = 40 * RESFACTOR;
d_mid_h = 9 * RESFACTOR;
d_mid_x = d_dialog_cx - ( d_mid_w / 2 );
d_mid_y = d_ok_y;
d_cancel_w = 40 * RESFACTOR;
d_cancel_h = 9 * RESFACTOR;
d_cancel_x = d_dialog_cx + 30 * RESFACTOR;
d_cancel_y = d_ok_y;
}
/*
** Button enumerations
*/
enum {
BUTTON_OK = 100,
BUTTON_CANCEL,
BUTTON_MIDDLE,
BUTTON_EDIT,
BUTTON_EDIT2
};
/*
** Redraw values: in order from "top" to "bottom" layer of the dialog
*/
typedef enum {
REDRAW_NONE = 0,
REDRAW_BUTTONS,
REDRAW_BACKGROUND,
REDRAW_ALL = REDRAW_BACKGROUND
} RedrawType;
/*
** Dialog variables
*/
const char* szReturn = NULL;
/*
** Buttons
*/
ControlClass* commands = NULL; // the button list
TextButtonClass OkBtn( BUTTON_OK, szOkButton, TPF_BUTTON, d_ok_x, d_ok_y, d_ok_w );
TextButtonClass CancelBtn( BUTTON_CANCEL, szCancelButton, TPF_BUTTON, d_cancel_x, d_cancel_y, d_cancel_w );
TextButtonClass MiddleBtn( BUTTON_MIDDLE, szMiddleButton, TPF_BUTTON, d_mid_x, d_mid_y, d_mid_w );
WOLEditClass EditBox( BUTTON_EDIT, szEdit, min( sizeof(szEdit), iEditCharsAccept ), TPF_6PT_GRAD|TPF_NOSHADOW,
d_edit_x, d_edit_y, d_edit_w, -1, EditClass::ALPHANUMERIC );
WOLEditClass EditBox2( BUTTON_EDIT2, szEdit2, min( sizeof(szEdit2), iEditCharsAccept2 ), TPF_6PT_GRAD|TPF_NOSHADOW,
d_edit2_x, d_edit2_y, d_edit2_w, -1, EditClass::ALPHANUMERIC );
/*
** Initialize.
*/
Set_Logic_Page(SeenBuff);
/*
** Create the button list.
*/
commands = &OkBtn;
CancelBtn.Add_Tail(*commands);
if( szMiddleButton )
MiddleBtn.Add_Tail(*commands);
EditBox.Add_Tail(*commands);
if( szPrompt2 )
EditBox2.Add_Tail(*commands);
EditBox.Set_Focus();
/*
** Main Processing Loop.
*/
Keyboard->Clear();
bool firsttime = true;
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback.
*/
Call_Back();
#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();
if (display) {
Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
if( szTitle )
Draw_Caption( szTitle, d_dialog_x, d_dialog_y, d_dialog_w );
}
/*
** Redraw the buttons.
*/
if (display) {
Fancy_Text_Print( szPrompt, d_prompt_x, d_prompt_y,
GadgetClass::Get_Color_Scheme(), TBLACK, TPF_TEXT );
if( szPrompt2 )
Fancy_Text_Print( szPrompt2, d_prompt2_x, d_prompt2_y,
GadgetClass::Get_Color_Scheme(), TBLACK, TPF_TEXT );
commands->Flag_List_To_Redraw();
}
Show_Mouse();
display = false;
}
/*
** Get user input.
*/
KeyNumType input = commands->Input();
/*
** The first time through the processing loop, set the edit
** gadget to have the focus. The
** focus must be set here since the gadget list has changed
** and this change will cause any previous focus setting to be
** cleared by the input processing routine.
*/
if (firsttime ) {
firsttime = false;
EditBox.Set_Focus();
EditBox.Flag_To_Redraw();
}
// 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_CANCEL | KN_BUTTON );
bEscapeDown = false;
}
if( ( ::GetAsyncKeyState( VK_RETURN ) & 0x8000 ) )
{
bReturnDown = true;
}
else if( bReturnDown )
{
input = (KeyNumType)( BUTTON_OK | KN_BUTTON );
bReturnDown = false;
}
// I really hate to do this, but... ajw
if( cancel_current_msgbox )
{
cancel_current_msgbox = false;
input = (KeyNumType)( BUTTON_CANCEL | KN_BUTTON );
}
if( disable_current_msgbox )
{
disable_current_msgbox = false;
EditBox.Disable();
// These do not actually draw. I am actually clearing the "draw" flag!
// Problem is Disable sets them to redraw, and I don't want to, and there is no Flag_To_Redraw( false ).
EditBox.GadgetClass::Draw_Me( true );
if( szPrompt2 )
{
EditBox2.Disable();
EditBox2.GadgetClass::Draw_Me( true );
}
OkBtn.Disable();
OkBtn.GadgetClass::Draw_Me( true );
CancelBtn.Disable();
CancelBtn.GadgetClass::Draw_Me( true );
if( szMiddleButton )
{
MiddleBtn.Disable();
MiddleBtn.GadgetClass::Draw_Me( true );
}
}
/*
** Process input.
*/
switch( input )
{
// case ( KN_ESC ):
case ( BUTTON_CANCEL | KN_BUTTON ):
szReturn = szCancelButton;
process = false;
break;
// case KN_RETURN:
case ( BUTTON_EDIT | KN_BUTTON ): // (Return pressed while on edit.)
case ( BUTTON_OK | KN_BUTTON ):
szReturn = szOkButton;
process = false;
break;
case ( BUTTON_MIDDLE | KN_BUTTON ):
szReturn = szMiddleButton;
process = false;
break;
default:
break;
}
}
return szReturn;
}
#endif