TAB.CPP (16069B)
1 // 2 // Copyright 2020 Electronic Arts Inc. 3 // 4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 5 // software: you can redistribute it and/or modify it under the terms of 6 // the GNU General Public License as published by the Free Software Foundation, 7 // either version 3 of the License, or (at your option) any later version. 8 9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 10 // in the hope that it will be useful, but with permitted additional restrictions 11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 12 // distributed with this program. You should have received a copy of the 13 // GNU General Public License along with permitted additional restrictions 14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection 15 16 /* $Header: /CounterStrike/TAB.CPP 1 3/03/97 10:25a Joe_bostic $ */ 17 /*********************************************************************************************** 18 *** 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 *** 19 *********************************************************************************************** 20 * * 21 * Project Name : Command & Conquer * 22 * * 23 * File Name : TAB.CPP * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : 12/15/94 * 28 * * 29 * Last Update : September 20, 1995 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * TabClass::AI -- Handles player I/O with the tab buttons. * 34 * TabClass::Draw_It -- Displays the tab buttons as necessary. * 35 * TabClass::One_Time -- Performs one time initialization of tab handler class. * 36 * TabClass::Set_Active -- Activates a "filefolder tab" button. * 37 * TabClass::TabClass -- Default construct for the tab button class. * 38 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 39 40 #include "function.h" 41 42 43 void const * TabClass::TabShape = NULL; 44 45 46 /*********************************************************************************************** 47 * TabClass::TabClass -- Default construct for the tab button class. * 48 * * 49 * The default constructor merely sets the tab buttons to default non-selected state. * 50 * * 51 * INPUT: none * 52 * * 53 * OUTPUT: none * 54 * * 55 * WARNINGS: none * 56 * * 57 * HISTORY: * 58 * 12/15/1994 JLB : Created. * 59 *=============================================================================================*/ 60 TabClass::TabClass(void) : 61 FlasherTimer(0), 62 IsToRedraw(false), 63 MoneyFlashTimer(0) 64 { 65 } 66 67 68 /*********************************************************************************************** 69 * TabClass::Draw_It -- Displays the tab buttons as necessary. * 70 * * 71 * This routine is called whenever the display is being redrawn (in some fashion). The * 72 * parameter can be used to force the tab buttons to redraw completely. The default action * 73 * is to only redraw if the tab buttons have been explicitly flagged to be redraw. The * 74 * result of this is the elimination of unnecessary redraws. * 75 * * 76 * INPUT: complete -- bool; Force redraw of the entire tab button graphics? * 77 * * 78 * OUTPUT: none * 79 * * 80 * WARNINGS: none * 81 * * 82 * HISTORY: * 83 * 12/15/1994 JLB : Created. * 84 * 05/19/1995 JLB : New EVA style. * 85 *=============================================================================================*/ 86 #define EVA_WIDTH 80 87 #define TAB_HEIGHT 8 88 void TabClass::Draw_It(bool complete) 89 { 90 SidebarClass::Draw_It(complete); 91 92 if (Debug_Map) { 93 return; 94 } 95 96 // Disable tab drawing for menu, credits buttons etc. ST - 5/27/2019 97 #if (0) 98 /* 99 ** Redraw the top bar imagery if flagged to do so or if the entire display needs 100 ** to be redrawn. 101 */ 102 if ((complete || IsToRedraw) && LogicPage->Lock()) { 103 104 int width = SeenBuff.Get_Width(); 105 int rightx = width - 1; 106 int tab_height = TAB_HEIGHT * RESFACTOR; 107 108 LogicPage->Fill_Rect(0, 0, rightx, tab_height-1, BLACK); 109 // LogicPage->Fill_Rect(0, 0, rightx, tab_height-(2 * RESFACTOR), BLACK); 110 111 #ifdef WIN32 112 /* 113 ** Use the new sidebar art for 640x400 114 */ 115 CC_Draw_Shape(TabShape, 0, 0, 0, WINDOW_MAIN, SHAPE_NORMAL); 116 #else 117 CC_Draw_Shape(TabShape, 2, 0, 0, WINDOW_MAIN, SHAPE_NORMAL); 118 #endif 119 Draw_Credits_Tab(); 120 LogicPage->Draw_Line(0, tab_height-(1* RESFACTOR), rightx, tab_height-(1 * RESFACTOR), BLACK); 121 #ifdef WIN32 122 Fancy_Text_Print(TXT_TAB_BUTTON_CONTROLS, (EVA_WIDTH/2) * RESFACTOR, 0, &MetalScheme, TBLACK, TPF_METAL12 | TPF_CENTER | TPF_USE_GRAD_PAL); 123 #else 124 // Fancy_Text_Print(TXT_TAB_BUTTON_CONTROLS, (EVA_WIDTH/2) * RESFACTOR, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_6PT_GRAD|TPF_NOSHADOW|TPF_CENTER|TPF_BRIGHT_COLOR); 125 Fancy_Text_Print(TXT_TAB_BUTTON_CONTROLS, (EVA_WIDTH/2) * RESFACTOR, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_METAL12|TPF_NOSHADOW|TPF_CENTER|TPF_BRIGHT_COLOR); 126 #endif //WIN32 127 if (IsSidebarActive) { 128 #ifndef WIN32 129 TabClass::Hilite_Tab(1); 130 #endif //WIN32 131 } else { 132 CC_Draw_Shape(TabShape, 0, width-(EVA_WIDTH * RESFACTOR), 0, WINDOW_MAIN, SHAPE_NORMAL); 133 Fancy_Text_Print(TXT_TAB_SIDEBAR, width-((EVA_WIDTH/2) * RESFACTOR), 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_METAL12|TPF_NOSHADOW|TPF_CENTER|TPF_BRIGHT_COLOR); 134 } 135 136 LogicPage->Unlock(); 137 } 138 Credits.Graphic_Logic(complete || IsToRedraw); 139 #endif 140 IsToRedraw = false; 141 } 142 143 144 void TabClass::Draw_Credits_Tab(void) 145 { 146 #ifdef WIN32 147 /* 148 ** Use the new sidebar art for 640x400 149 */ 150 CC_Draw_Shape(TabShape, Map.MoneyFlashTimer > 1 ? 8 : 6, (320-EVA_WIDTH) * RESFACTOR, 0, WINDOW_MAIN, SHAPE_NORMAL); 151 #else 152 CC_Draw_Shape(TabShape, 4, (320-(EVA_WIDTH*2)) * RESFACTOR, 0, WINDOW_MAIN, SHAPE_NORMAL); 153 #endif 154 155 if (Scen.MissionTimer.Is_Active()) { 156 bool light = ((int)Scen.MissionTimer < TICKS_PER_MINUTE * Rule.TimerWarning) || Map.FlasherTimer > 0; 157 #ifdef WIN32 158 CC_Draw_Shape(TabShape, light ? 4 : 2, 320, 0, WINDOW_MAIN, SHAPE_NORMAL); 159 #else 160 CC_Draw_Shape(TabShape, light ? 6 : 5, EVA_WIDTH * RESFACTOR, 0, WINDOW_MAIN, SHAPE_NORMAL); 161 #endif 162 } 163 } 164 165 166 void TabClass::Hilite_Tab(int tab) 167 { 168 int xpos = 0; 169 int text = TXT_TAB_BUTTON_CONTROLS; 170 int textx = (EVA_WIDTH/2) * RESFACTOR; 171 172 if (tab) { 173 xpos = (320-EVA_WIDTH) * RESFACTOR; 174 text = TXT_TAB_SIDEBAR; 175 textx = (320-(EVA_WIDTH/2)) * RESFACTOR; 176 } 177 178 #ifdef WIN32 179 /* 180 ** Use the new sidebar art for 640x400 181 */ 182 CC_Draw_Shape(TabShape, 1, xpos, 0, WINDOW_MAIN, SHAPE_NORMAL); 183 MetalScheme.Color = 128+6; 184 Fancy_Text_Print(TXT_TAB_BUTTON_CONTROLS, (EVA_WIDTH/2) * RESFACTOR, 0, &MetalScheme, TBLACK, TPF_METAL12 | TPF_CENTER | TPF_USE_GRAD_PAL); 185 MetalScheme.Color = 128; 186 #else 187 CC_Draw_Shape(TabShape, 1 + (tab ? 0 : 2), xpos, 0, WINDOW_MAIN, SHAPE_NORMAL); 188 Fancy_Text_Print(text, textx, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_METAL12|TPF_NOSHADOW|TPF_CENTER|TPF_BRIGHT_COLOR); 189 // Fancy_Text_Print(text, textx, 0, &ColorRemaps[PCOLOR_GREY], TBLACK, TPF_6PT_GRAD|TPF_NOSHADOW|TPF_CENTER|TPF_BRIGHT_COLOR); 190 #endif 191 } 192 193 194 /*********************************************************************************************** 195 * TabClass::AI -- Handles player I/O with the tab buttons. * 196 * * 197 * This routine is called every game tick and passed whatever key the player has supplied. * 198 * If the input selects a tab button, then the graphic gets updated accordingly. * 199 * * 200 * INPUT: input -- The player's input character (might be mouse click). * 201 * * 202 * x,y -- Mouse coordinates at time of input. * 203 * * 204 * OUTPUT: none * 205 * * 206 * WARNINGS: none * 207 * * 208 * HISTORY: * 209 * 12/15/1994 JLB : Created. * 210 * 12/31/1994 JLB : Uses mouse coordinate parameters. * 211 * 05/31/1995 JLB : Fixed to handle mouse shape properly. * 212 * 08/25/1995 JLB : Handles new scrolling option. * 213 *=============================================================================================*/ 214 void TabClass::AI(KeyNumType &input, int x, int y) 215 { 216 if (y >= 0 && y < (TAB_HEIGHT * RESFACTOR) && x < (SeenBuff.Get_Width() - 1) && x > 0) { 217 218 bool ok = false; 219 int width = SeenBuff.Get_Width(); 220 221 /* 222 ** If the mouse is at the top of the screen, then the tab bars only work 223 ** in certain areas. If the special scroll modification is not active, then 224 ** the tabs never work when the mouse is at the top of the screen. 225 */ 226 if (y > 0) { 227 ok = true; 228 } 229 230 if (ok) { 231 if (input == KN_LMOUSE) { 232 int sel = -1; 233 if (x < EVA_WIDTH * RESFACTOR) sel = 0; 234 #ifndef WIN32 // No Sidebar tab in hires - sidebar is always active. 235 if (x > (320-80) * RESFACTOR) sel = 1; 236 #endif //WIN32 237 if (sel >= 0) { 238 Set_Active(sel); 239 input = KN_NONE; 240 } 241 } 242 243 Override_Mouse_Shape(MOUSE_NORMAL, false); 244 } 245 } 246 247 if (MoneyFlashTimer == 1) { 248 IsToRedraw = true; 249 Flag_To_Redraw(false); 250 } 251 252 Credits.AI(); 253 254 SidebarClass::AI(input, x, y); 255 } 256 257 258 /*********************************************************************************************** 259 * TabClass::Set_Active -- Activates a "filefolder tab" button. * 260 * * 261 * This function is used to activate one of the file folder tab buttons that appear at the * 262 * top edge of the screen. * 263 * * 264 * INPUT: select -- The button to activate. 0 = left button, 1=next button, etc. * 265 * * 266 * OUTPUT: none * 267 * * 268 * WARNINGS: none * 269 * * 270 * HISTORY: * 271 * 12/15/1994 JLB : Created. * 272 *=============================================================================================*/ 273 void TabClass::Set_Active(int select) 274 { 275 switch (select) { 276 case 0: 277 Queue_Options(); 278 break; 279 280 case 1: 281 Map.SidebarClass::Activate(-1); 282 break; 283 284 default: 285 break; 286 } 287 } 288 289 290 /*********************************************************************************************** 291 * TabClass::One_Time -- Performs one time initialization of tab handler class. * 292 * * 293 * This routine will perform any one time initializations of the tab handler class. This * 294 * typically includes the loading of the shapes that appear on it. * 295 * * 296 * INPUT: none * 297 * * 298 * OUTPUT: none * 299 * * 300 * WARNINGS: none * 301 * * 302 * HISTORY: * 303 * 09/20/1995 JLB : Created. * 304 *=============================================================================================*/ 305 void TabClass::One_Time(void) 306 { 307 SidebarClass::One_Time(); 308 RawFileClass file("tabs.shp"); 309 TabShape = MFCD::Retrieve("TABS.SHP"); 310 } 311 312 313 void TabClass::Flash_Money(void) 314 { 315 IsToRedraw = true; 316 Flag_To_Redraw(false); 317 MoneyFlashTimer = 7; 318 }