TOGGLE.CPP (11695B)
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/TOGGLE.CPP 1 3/03/97 10:26a 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 : TOGGLE.CPP * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : 01/15/95 * 28 * * 29 * Last Update : February 2, 1995 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * ToggleClass::ToggleClass -- Normal constructor for toggle button gadgets. * 34 * ToggleClass::Turn_Off -- Turns the toggle button to the "OFF" state. * 35 * ToggleClass::Turn_On -- Turns the toggle button to the "ON" state. * 36 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 37 38 #include "function.h" 39 #include "toggle.h" 40 41 42 /*********************************************************************************************** 43 * ToggleClass::ToggleClass -- Normal constructor for toggle button gadgets. * 44 * * 45 * This is the normal constructor for toggle buttons. A toggle button is one that most * 46 * closely resembles the Windows style. It has an up and down state as well as an on * 47 * and off state. * 48 * * 49 * INPUT: id -- ID number for this button. * 50 * * 51 * x,y -- Pixel coordinate of upper left corner of this button. * 52 * * 53 * w,h -- Width and height of the button. * 54 * * 55 * OUTPUT: none * 56 * * 57 * WARNINGS: none * 58 * * 59 * HISTORY: * 60 * 01/15/1995 JLB : Created. * 61 *=============================================================================================*/ 62 ToggleClass::ToggleClass(unsigned id, int x, int y, int w, int h) : 63 ControlClass(id, x, y, w, h, LEFTPRESS|LEFTRELEASE, true), 64 IsPressed(false), 65 IsOn(false), 66 IsToggleType(false) 67 { 68 } 69 70 71 /*********************************************************************************************** 72 * ToggleClass::Turn_On -- Turns the toggle button to the "ON" state. * 73 * * 74 * This routine will turn the button on. The button will also be flagged to be redrawn * 75 * at the next opportunity. * 76 * * 77 * INPUT: none * 78 * * 79 * OUTPUT: none * 80 * * 81 * WARNINGS: none * 82 * * 83 * HISTORY: * 84 * 01/15/1995 JLB : Created. * 85 *=============================================================================================*/ 86 void ToggleClass::Turn_On(void) 87 { 88 IsOn = true; 89 Flag_To_Redraw(); 90 } 91 92 93 /*********************************************************************************************** 94 * ToggleClass::Turn_Off -- Turns the toggle button to the "OFF" state. * 95 * * 96 * This routine will turn the toggle button "off". It will also be flagged to be redrawn * 97 * at the next opportunity. * 98 * * 99 * INPUT: none * 100 * * 101 * OUTPUT: none * 102 * * 103 * WARNINGS: none * 104 * * 105 * HISTORY: * 106 * 01/15/1995 JLB : Created. * 107 *=============================================================================================*/ 108 void ToggleClass::Turn_Off(void) 109 { 110 IsOn = false; 111 Flag_To_Redraw(); 112 } 113 114 115 /*********************************************************************************************** 116 * ToggleClass::Action -- Handles mouse clicks on a text button. * 117 * * 118 * This routine will process any mouse or keyboard event that is associated with this * 119 * button object. It detects and flags the text button so that it will properly be drawn * 120 * in a pressed or raised state. It also handles any toggle state for the button. * 121 * * 122 * INPUT: flags -- The event flags that triggered this button. * 123 * * 124 * key -- The keyboard code associated with this event. Usually this is KN_LMOUSE * 125 * or similar, but it could be a regular key if this text button is given * 126 * a hotkey. * 127 * * 128 * OUTPUT: Returns whatever the lower level processing for buttons decides. This is usually * 129 * true. * 130 * * 131 * WARNINGS: The button is flagged to be redrawn by this routine. * 132 * * 133 * HISTORY: * 134 * 01/14/1995 JLB : Created. * 135 * 02/02/1995 JLB : Left press doesn't get passed to other buttons now * 136 *=============================================================================================*/ 137 int ToggleClass::Action(unsigned flags, KeyNumType &key) 138 { 139 /* 140 ** If there are no action flag bits set, then this must be a forced call. A forced call 141 ** must never actually function like a real call, but rather only performs any necessary 142 ** graphic updating. 143 */ 144 bool overbutton = ((Get_Mouse_X() - X) < Width && (Get_Mouse_Y() - Y) < Height ); 145 if (!flags) { 146 if (overbutton) { 147 if (!IsPressed) { 148 IsPressed = true; 149 Flag_To_Redraw(); 150 } 151 } else { 152 if (IsPressed) { 153 IsPressed = false; 154 Flag_To_Redraw(); 155 } 156 } 157 } 158 159 /* 160 ** Handle the sticky state for this gadget. It must be processed here 161 ** because the event flags might be cleared before the action function 162 ** is called. 163 */ 164 Sticky_Process(flags); 165 166 /* 167 ** Flag the button to show the pressed down imagery if this mouse button 168 ** was pressed over this gadget. 169 */ 170 if (flags & LEFTPRESS) { 171 IsPressed = true; 172 Flag_To_Redraw(); 173 flags &= ~LEFTPRESS; 174 ControlClass::Action(flags, key); 175 key = KN_NONE; // erase the event 176 return(true); // stop processing other buttons now 177 } 178 179 if (flags & LEFTRELEASE) { 180 if (IsPressed) { 181 if (IsToggleType && overbutton) { 182 IsOn = (IsOn == false); 183 } 184 IsPressed = false; 185 Flag_To_Redraw(); 186 } else { 187 flags &= ~LEFTRELEASE; 188 } 189 } 190 191 /* 192 ** Do normal button processing. This ends up causing the button's ID number to 193 ** be returned from the controlling Input() function. 194 */ 195 return(ControlClass::Action(flags, key)); 196 } 197 198