CnC_Remastered_Collection/TIBERIANDAWN/TOGGLE.CPP

197 lines
12 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\toggle.cpv 2.18 16 Oct 1995 16:50:56 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 : TOGGLE.CPP *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 01/15/95 *
* *
* Last Update : February 2, 1995 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* ToggleClass::ToggleClass -- Normal constructor for toggle button gadgets. *
* ToggleClass::Turn_Off -- Turns the toggle button to the "OFF" state. *
* ToggleClass::Turn_On -- Turns the toggle button to the "ON" state. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "toggle.h"
/***********************************************************************************************
* ToggleClass::ToggleClass -- Normal constructor for toggle button gadgets. *
* *
* This is the normal constructor for toggle buttons. A toggle button is one that most *
* closesly resembles the Windows style. It has an up and down state as well as an on *
* and off state. *
* *
* INPUT: id -- ID number for this button. *
* *
* x,y -- Pixel coordinate of upper left corner of this button. *
* *
* w,h -- Width and height of the button. *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
ToggleClass::ToggleClass(unsigned id, int x, int y, int w, int h)
: ControlClass(id, x, y, w, h, LEFTPRESS|LEFTRELEASE, true)
{
IsPressed = false;
IsOn = false;
IsToggleType = false;
}
/***********************************************************************************************
* ToggleClass::Turn_On -- Turns the toggle button to the "ON" state. *
* *
* This routine will turn the button on. The button will also be flagged to be redrawn *
* at the next opportunity. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
void ToggleClass::Turn_On(void)
{
IsOn = true;
Flag_To_Redraw();
}
/***********************************************************************************************
* ToggleClass::Turn_Off -- Turns the toggle button to the "OFF" state. *
* *
* This routine will turn the toggle button "off". It will also be flagged to be redrawn *
* at the next opportunity. *
* *
* INPUT: none *
* *
* OUTPUT: none *
* *
* WARNINGS: none *
* *
* HISTORY: *
* 01/15/1995 JLB : Created. *
*=============================================================================================*/
void ToggleClass::Turn_Off(void)
{
IsOn = false;
Flag_To_Redraw();
}
/***********************************************************************************************
* ToggleClass::Action -- Handles mouse clicks on a text button. *
* *
* This routine will process any mouse or keyboard event that is associated with this *
* button object. It detects and flags the text button so that it will properly be drawn *
* in a pressed or raised state. It also handles any toggle state for the button. *
* *
* INPUT: flags -- The event flags that triggered this button. *
* *
* key -- The keyboard code associated with this event. Usually this is KN_LMOUSE *
* or similar, but it could be a regular key if this text button is given *
* a hotkey. *
* *
* OUTPUT: Returns whatever the lower level processing for buttons decides. This is usually *
* true. *
* *
* WARNINGS: The button is flagged to be redrawn by this routine. *
* *
* HISTORY: *
* 01/14/1995 JLB : Created. *
* 02/02/1995 JLB : Left press doesn't get passed to other buttons now *
*=============================================================================================*/
int ToggleClass::Action(unsigned flags, KeyNumType &key)
{
/*
** If there are no action flag bits set, then this must be a forced call. A forced call
** must never actually function like a real call, but rather only performs any necessary
** graphic updating.
*/
if (!flags) {
if ((unsigned)(Get_Mouse_X() - X) < (unsigned)Width && (unsigned)(Get_Mouse_Y() - Y) < (unsigned)Height ) {
if (!IsPressed) {
IsPressed = true;
Flag_To_Redraw();
}
} else {
if (IsPressed) {
IsPressed = false;
Flag_To_Redraw();
}
}
}
/*
** Handle the sticky state for this gadget. It must be processed here
** because the event flags might be cleared before the action function
** is called.
*/
Sticky_Process(flags);
/*
** Flag the button to show the pressed down imagery if this mouse button
** was pressed over this gadget.
*/
if (flags & LEFTPRESS) {
IsPressed = true;
Flag_To_Redraw();
flags &= ~LEFTPRESS;
ControlClass::Action(flags, key);
key = KN_NONE; // erase the event
return(true); // stop processing other buttons now
}
if (flags & LEFTRELEASE) {
if (IsPressed) {
if (IsToggleType) {
IsOn = (IsOn == false);
}
IsPressed = false;
} else {
flags &= ~LEFTRELEASE;
}
}
/*
** Do normal button processing. This ends up causing the button's ID number to
** be returned from the controlling Input() function.
*/
return(ControlClass::Action(flags, key));
}