197 lines
12 KiB
C++
197 lines
12 KiB
C++
//
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// Copyright 2020 Electronic Arts Inc.
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//
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is free
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// software: you can redistribute it and/or modify it under the terms of
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// the GNU General Public License as published by the Free Software Foundation,
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// either version 3 of the License, or (at your option) any later version.
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// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
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// in the hope that it will be useful, but with permitted additional restrictions
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// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
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// distributed with this program. You should have received a copy of the
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// GNU General Public License along with permitted additional restrictions
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// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
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/* $Header: F:\projects\c&c\vcs\code\toggle.cpv 2.18 16 Oct 1995 16:50:56 JOE_BOSTIC $ */
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/***********************************************************************************************
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*** 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 ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* File Name : TOGGLE.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : 01/15/95 *
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* *
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* Last Update : February 2, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* ToggleClass::ToggleClass -- Normal constructor for toggle button gadgets. *
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* ToggleClass::Turn_Off -- Turns the toggle button to the "OFF" state. *
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* ToggleClass::Turn_On -- Turns the toggle button to the "ON" state. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "toggle.h"
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/***********************************************************************************************
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* ToggleClass::ToggleClass -- Normal constructor for toggle button gadgets. *
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* *
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* This is the normal constructor for toggle buttons. A toggle button is one that most *
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* closesly resembles the Windows style. It has an up and down state as well as an on *
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* and off state. *
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* *
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* INPUT: id -- ID number for this button. *
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* *
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* x,y -- Pixel coordinate of upper left corner of this button. *
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* *
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* w,h -- Width and height of the button. *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/15/1995 JLB : Created. *
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*=============================================================================================*/
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ToggleClass::ToggleClass(unsigned id, int x, int y, int w, int h)
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: ControlClass(id, x, y, w, h, LEFTPRESS|LEFTRELEASE, true)
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{
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IsPressed = false;
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IsOn = false;
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IsToggleType = false;
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}
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/***********************************************************************************************
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* ToggleClass::Turn_On -- Turns the toggle button to the "ON" state. *
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* *
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* This routine will turn the button on. The button will also be flagged to be redrawn *
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* at the next opportunity. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/15/1995 JLB : Created. *
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*=============================================================================================*/
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void ToggleClass::Turn_On(void)
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{
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IsOn = true;
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Flag_To_Redraw();
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}
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/***********************************************************************************************
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* ToggleClass::Turn_Off -- Turns the toggle button to the "OFF" state. *
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* *
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* This routine will turn the toggle button "off". It will also be flagged to be redrawn *
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* at the next opportunity. *
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* *
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* INPUT: none *
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* *
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* OUTPUT: none *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 01/15/1995 JLB : Created. *
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*=============================================================================================*/
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void ToggleClass::Turn_Off(void)
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{
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IsOn = false;
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Flag_To_Redraw();
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}
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/***********************************************************************************************
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* ToggleClass::Action -- Handles mouse clicks on a text button. *
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* *
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* This routine will process any mouse or keyboard event that is associated with this *
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* button object. It detects and flags the text button so that it will properly be drawn *
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* in a pressed or raised state. It also handles any toggle state for the button. *
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* *
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* INPUT: flags -- The event flags that triggered this button. *
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* *
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* key -- The keyboard code associated with this event. Usually this is KN_LMOUSE *
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* or similar, but it could be a regular key if this text button is given *
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* a hotkey. *
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* *
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* OUTPUT: Returns whatever the lower level processing for buttons decides. This is usually *
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* true. *
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* *
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* WARNINGS: The button is flagged to be redrawn by this routine. *
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* *
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* HISTORY: *
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* 01/14/1995 JLB : Created. *
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* 02/02/1995 JLB : Left press doesn't get passed to other buttons now *
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*=============================================================================================*/
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int ToggleClass::Action(unsigned flags, KeyNumType &key)
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{
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/*
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** If there are no action flag bits set, then this must be a forced call. A forced call
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** must never actually function like a real call, but rather only performs any necessary
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** graphic updating.
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*/
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if (!flags) {
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if ((unsigned)(Get_Mouse_X() - X) < (unsigned)Width && (unsigned)(Get_Mouse_Y() - Y) < (unsigned)Height ) {
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if (!IsPressed) {
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IsPressed = true;
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Flag_To_Redraw();
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}
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} else {
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if (IsPressed) {
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IsPressed = false;
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Flag_To_Redraw();
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}
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}
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}
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/*
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** Handle the sticky state for this gadget. It must be processed here
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** because the event flags might be cleared before the action function
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** is called.
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*/
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Sticky_Process(flags);
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/*
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** Flag the button to show the pressed down imagery if this mouse button
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** was pressed over this gadget.
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*/
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if (flags & LEFTPRESS) {
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IsPressed = true;
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Flag_To_Redraw();
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flags &= ~LEFTPRESS;
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ControlClass::Action(flags, key);
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key = KN_NONE; // erase the event
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return(true); // stop processing other buttons now
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}
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if (flags & LEFTRELEASE) {
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if (IsPressed) {
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if (IsToggleType) {
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IsOn = (IsOn == false);
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}
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IsPressed = false;
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} else {
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flags &= ~LEFTRELEASE;
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}
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}
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/*
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** Do normal button processing. This ends up causing the button's ID number to
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** be returned from the controlling Input() function.
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*/
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return(ControlClass::Action(flags, key));
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}
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