CnC_Remastered_Collection/REDALERT/DESCDLG.CPP

161 lines
6.0 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: /CounterStrike/DESCDLG.CPP 1 3/03/97 10:24a 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 : DESCDLG.CPP *
* *
* Programmer : Maria del Mar McCready Legg *
* Joe L. Bostic *
* *
* Start Date : Jan 26, 1995 *
* *
* Last Update : Jan 26, 1995 [MML] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* DescriptionClass::Process -- Handles all the options graphic interface. *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "function.h"
#include "descdlg.h"
/***********************************************************************************************
* DescriptionClass::Process -- Handles all the options graphic interface. *
* *
* This dialog uses an edit box to "fill-out" a description. *
* *
* INPUT: char *string - return answer here. *
* OUTPUT: none *
* WARNINGS: none *
* HISTORY: 12/31/1994 MML : Created. *
*=============================================================================================*/
void DescriptionClass::Process(char * string)
{
/*
** Set up the window. Window x-coords are in bytes not pixels.
*/
Set_Window(WINDOW_EDITOR, OPTION_X, OPTION_Y, OPTION_WIDTH, OPTION_HEIGHT);
Set_Logic_Page(SeenBuff);
/*
** Create Buttons. Button coords are in pixels, but are window-relative.
*/
TextButtonClass optionsbtn(BUTTON_OPTIONS, TXT_OK, TPF_BUTTON, 0, BUTTON_Y);
TextButtonClass cancelbtn(BUTTON_CANCEL, TXT_CANCEL, TPF_BUTTON, 0, BUTTON_Y);
cancelbtn.X = OPTION_X + ((OPTION_WIDTH - optionsbtn.Width)/3)*2;
optionsbtn.X = OPTION_X + ((OPTION_WIDTH - optionsbtn.Width)/3);
optionsbtn.Add_Tail(cancelbtn);
EditClass edit(
BUTTON_EDIT,
string,
31,
TPF_6PT_GRAD,
0,
EDIT_Y,
EDIT_W);
edit.Set_Focus();
edit.X = OPTION_X + (OPTION_WIDTH - edit.Width)/2,
optionsbtn.Add_Tail(edit);
/*
** This causes left mouse button clicking within the confines of the dialog to
** be ignored if it wasn't recognized by any other button or slider.
*/
GadgetClass dialog(OPTION_X, OPTION_Y, OPTION_WIDTH, OPTION_HEIGHT, GadgetClass::LEFTPRESS);
optionsbtn.Add_Tail(dialog);
/*
** This causes a right click anywhere or a left click outside the dialog region
** to be equivalent to clicking on the return to options dialog.
*/
ControlClass background(BUTTON_OPTIONS, 0, 0, 320, 200, GadgetClass::LEFTPRESS|GadgetClass::RIGHTPRESS);
optionsbtn.Add_Tail(background);
/*
** Main Processing Loop
*/
bool display = true;
bool process = true;
while (process) {
/*
** Invoke game callback
*/
Call_Back();
/*
** Refresh display if needed
*/
if (display) {
Window_Hide_Mouse(WINDOW_EDITOR);
/*
** Draw the background
*/
Window_Box (WINDOW_EDITOR, BOXSTYLE_BORDER); // has border, raised up
Draw_Caption(TXT_MISSION_DESCRIPTION, OPTION_X, OPTION_Y, OPTION_WIDTH);
/*
** Draw the titles
*/
optionsbtn.Draw_All();
Window_Show_Mouse();
display = false;
}
/*
** Get user input
*/
KeyNumType input = optionsbtn.Input();
/*
** Process Input
*/
switch (input) {
case KN_RETURN:
case KeyNumType(BUTTON_OPTIONS|KN_BUTTON):
strtrim(string);
process = false;
break;
case KN_ESC:
case KeyNumType(BUTTON_CANCEL|KN_BUTTON):
string[0]= NULL;
strtrim(string);
process = false;
break;
case KeyNumType(BUTTON_EDIT|KN_BUTTON):
break;
default:
break;
}
}
}