518 lines
18 KiB
C++
518 lines
18 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: /CounterStrike/MSGBOX.CPP 1 3/03/97 10:25a 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 : OPTIONS.CPP *
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* *
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* Programmer : Joe L. Bostic *
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* *
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* Start Date : June 8, 1994 *
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* *
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* Last Update : August 24, 1995 [JLB] *
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* WWMessageBox::Process -- Handles all the options graphic interface. *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "function.h"
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#include "msgbox.h"
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#include "gadget.h"
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#ifdef FIXIT_VERSION_3
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bool cancel_current_msgbox = false;
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#endif
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/***********************************************************************************************
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* WWMessageBox::Process -- pops up a message with yes/no, etc *
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* *
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* This function displays a dialog box with a one-line message, and *
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* up to two buttons. The 2nd button is optional. The buttons default *
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* to "OK" and nothing, respectively. The hotkeys for the buttons are *
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* RETURN and ESCAPE. *
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* *
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* INPUT: *
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* msg message to display *
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* b1txt text for 1st button *
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* b2txt text for 2nd button; NULL = no 2nd button *
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* *
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* OUTPUT: *
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* # of button selected (0 = 1st) *
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* *
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* WARNINGS: *
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* 'msg' text must be <= 38 chars *
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* 'b1txt' and 'b2txt' must each be <= 18 chars *
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* *
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* HISTORY: *
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* 11/08/1994 BR : Created. *
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* 05/18/1995 JLB : Uses new font and dialog style. *
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* 08/24/1995 JLB : Handles three buttons. *
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*=============================================================================================*/
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#define BUTTON_1 1
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#define BUTTON_2 2
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#define BUTTON_3 3
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#define BUTTON_FLAG 0x8000
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int WWMessageBox::Process(const char * msg, const char * b1txt, const char * b2txt, const char * b3txt, bool preserve)
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{
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#define BUFFSIZE (511)
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char buffer[BUFFSIZE];
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int retval;
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bool process; // loop while true
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int selection;
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bool pressed;
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int curbutton;
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TextButtonClass * buttons[3];
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void * back;
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BOOL display; // display level
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int realval[5];
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#ifndef WIN32
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int preservex,preservey,preservew,preserveh;
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#endif
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#ifdef WIN32
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GraphicBufferClass seen_buff_save(VisiblePage.Get_Width(), VisiblePage.Get_Height(), (void*)NULL);
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#endif
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if (b1txt != NULL && *b1txt == '\0') b1txt = NULL;
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if (b2txt != NULL && *b2txt == '\0') b2txt = NULL;
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if (b3txt != NULL && *b3txt == '\0') b3txt = NULL;
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//PG_TO_FIX
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//Fancy_Text_Print(TXT_NONE, 0, 0, TBLACK, TBLACK, TPF_TEXT);
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/*
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** Examine the optional button parameters. Fetch the width and starting
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** characters for each.
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*/
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int bwidth, bheight; // button width and height
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int numbuttons = 0;
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if (b1txt != NULL) {
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/*
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** Build the button list.
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*/
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bheight = FontHeight + FontYSpacing + (2 * RESFACTOR);
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bwidth = max((String_Pixel_Width(b1txt) + (8 * RESFACTOR)), (30 * RESFACTOR));
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if (b2txt != NULL) {
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numbuttons = 2;
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bwidth = max(((int)String_Pixel_Width( b2txt ) + (8 * RESFACTOR)), bwidth);
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if (b3txt != NULL) {
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numbuttons = 3;
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}
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} else {
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numbuttons = 1;
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}
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}
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/*
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** Determine the dimensions of the text to be used for the dialog box.
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** These dimensions will control how the dialog box looks.
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*/
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buffer[BUFFSIZE-1] = 0;
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strncpy(buffer, msg, BUFFSIZE-1);
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//PG_TO_FIX
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//Fancy_Text_Print(TXT_NONE, 0, 0, TBLACK, TBLACK, TPF_TEXT);
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int width;
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int height;
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int lines = Format_Window_String(buffer, 255 * RESFACTOR, width, height);
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TextPrintType tpf = TPF_TEXT;
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width = max(width, (90 * RESFACTOR));
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width += 40 * RESFACTOR;
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height += (numbuttons == 0) ? (40 * RESFACTOR) : (60 * RESFACTOR);
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int x = (SeenBuff.Get_Width() - width) / 2;
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int y = (SeenBuff.Get_Height() - height) / 2;
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int printx = x + (20 * RESFACTOR);
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/*
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** Special hack to center a one line dialog box text.
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*/
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if (lines == 1) {
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printx = x + width/2;
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tpf = tpf | TPF_CENTER;
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}
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/*
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** Other inits.
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*/
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Set_Logic_Page(SeenBuff);
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#ifdef WIN32
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VisiblePage.Blit(seen_buff_save);
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#endif
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/*
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** Initialize the button structures. All are initialized, even though one (or none) may
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** actually be added to the button list.
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*/
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//DOS BUILD GERMAN BUTTONS NEED TO ONE ON TOP OF THE OTHER VG 11/6/96
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TextButtonClass button1(BUTTON_1, b1txt, TPF_BUTTON,
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x + ((numbuttons == 1) ? ((width - bwidth) >> 1) : (20 * RESFACTOR)), y + height - (bheight + (15 * RESFACTOR)), bwidth);
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/*
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** Center button.
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*/
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TextButtonClass button2(BUTTON_2, b2txt, TPF_BUTTON,
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x + width - (bwidth + (20 * RESFACTOR)), y + height - (bheight + (15 * RESFACTOR)), bwidth);
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/*
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** Right button.
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*/
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TextButtonClass button3(BUTTON_3, b3txt, TPF_BUTTON, 0, y + height - (bheight + (15 * RESFACTOR)));
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button3.X = x + ((width - button3.Width) >> 1);
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TextButtonClass * buttonlist = 0;
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curbutton = 0;
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/*
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** Add and initialize the buttons to the button list.
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*/
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memset(buttons, '\0', sizeof(buttons));
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if (numbuttons > 0) {
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buttonlist = &button1;
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buttons[0] = &button1;
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realval[0] = BUTTON_1;
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if (numbuttons > 2) {
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button3.Add(*buttonlist);
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buttons[1] = &button3;
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realval[1] = BUTTON_3;
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button2.Add(*buttonlist);
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buttons[2] = &button2;
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realval[2] = BUTTON_2;
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buttons[curbutton]->Turn_On();
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} else {
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if (numbuttons == 2) {
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button2.Add(*buttonlist);
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buttons[1] = &button2;
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realval[1] = BUTTON_2;
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buttons[curbutton]->Turn_On();
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}
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}
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}
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/*
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** Draw the dialog.
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*/
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Hide_Mouse();
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if (preserve) {
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#ifndef WIN32
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preservex = max(0, x-4);
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preservey = max(0, y-4);
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preservew = min(width+8, 320-preservex);
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preserveh = min(height+8, 200-preservey);
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back = new char[preservew * preserveh];
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SeenBuff.To_Buffer(preservex, preservey, preservew, preserveh, back, preservew * preserveh);
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#else
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back = new char[width * height];
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SeenBuff.To_Buffer(x, y, width, height, back, width * height);
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#endif
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}
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Dialog_Box(x, y, width, height);
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Draw_Caption(Caption, x, y, width);
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/*
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** Draw the body of the message.
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*/
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Fancy_Text_Print(buffer, printx, y + 20*RESFACTOR, GadgetClass::Get_Color_Scheme(), TBLACK, tpf);
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/*
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** Redraw the buttons.
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*/
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if (buttonlist) {
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buttonlist->Draw_All();
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}
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Show_Mouse();
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/*
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** Main Processing Loop.
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*/
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if (buttonlist) {
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process = true;
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pressed = false;
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while (process) {
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#ifdef WIN32
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/*
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** If we have just received input focus again after running in the background then
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** we need to redraw.
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*/
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if (AllSurfaces.SurfacesRestored) {
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AllSurfaces.SurfacesRestored = false;
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seen_buff_save.Blit(VisiblePage);
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display = true;
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}
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#endif
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if (display) {
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display = false;
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Hide_Mouse();
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Dialog_Box(x, y, width, height);
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Draw_Caption(Caption, x, y, width);
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/*
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** Draw the body of the message.
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*/
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Fancy_Text_Print(buffer, printx, y + 20*RESFACTOR, GadgetClass::Get_Color_Scheme(), TBLACK, tpf);
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/*
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** Redraw the buttons.
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*/
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if (buttonlist) {
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buttonlist->Draw_All();
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}
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Show_Mouse();
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}
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/*
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** Invoke game callback.
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*/
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Call_Back();
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/*
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** Fetch and process input.
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*/
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KeyNumType input = buttonlist->Input();
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#ifdef FIXIT_VERSION_3
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// I really hate to do this, but... ajw
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if( cancel_current_msgbox )
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{
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cancel_current_msgbox = false;
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input = KN_ESC;
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}
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#endif
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switch (input) {
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case (KN_ESC):
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selection = realval[numbuttons-1];
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pressed = true;
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#ifdef NEVER
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if (numbuttons > 2) {
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selection = realval[1];
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pressed = true;
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} else {
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selection = realval[2];
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pressed = true;
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}
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#endif
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break;
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case (BUTTON_1|BUTTON_FLAG):
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selection = realval[0];
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pressed = true;
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break;
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case (BUTTON_2|BUTTON_FLAG):
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if (numbuttons > 2) {
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selection = realval[2];
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} else {
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selection = realval[1];
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}
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pressed = true;
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break;
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case (BUTTON_3|BUTTON_FLAG):
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selection = realval[1];
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pressed = true;
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break;
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case (KN_LEFT):
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if (numbuttons > 1) {
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buttons[curbutton]->Turn_Off();
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buttons[curbutton]->Flag_To_Redraw();
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curbutton--;
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if (curbutton < 0) {
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curbutton = numbuttons - 1;
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}
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buttons[curbutton]->Turn_On();
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buttons[curbutton]->Flag_To_Redraw();
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}
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break;
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case (KN_RIGHT):
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if (numbuttons > 1) {
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buttons[curbutton]->Turn_Off();
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buttons[curbutton]->Flag_To_Redraw();
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curbutton++;
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if (curbutton > (numbuttons - 1) ) {
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curbutton = 0;
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}
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buttons[curbutton]->Turn_On();
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buttons[curbutton]->Flag_To_Redraw();
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}
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break;
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case (KN_RETURN):
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selection = realval[curbutton];
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pressed = true;
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break;
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/*
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** Check 'input' to see if it's the 1st char of button text
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*/
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default:
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break;
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}
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if (pressed) {
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TextButtonClass * toggle;
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/*
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** Turn all the buttons off.
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*/
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toggle = (TextButtonClass *)buttonlist->Extract_Gadget(BUTTON_1);
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if (toggle != NULL) {
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toggle->Turn_Off();
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toggle->IsPressed = false;
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}
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toggle = (TextButtonClass *)buttonlist->Extract_Gadget(BUTTON_2);
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if (toggle != NULL) {
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toggle->Turn_Off();
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toggle->IsPressed = false;
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}
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toggle = (TextButtonClass *)buttonlist->Extract_Gadget(BUTTON_3);
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if (toggle != NULL) {
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toggle->Turn_Off();
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toggle->IsPressed = false;
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}
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/*
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** Turn on and depress the button that was selected.
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*/
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if (selection == BUTTON_1 || selection == BUTTON_2 || selection == BUTTON_3) {
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TextButtonClass * toggle = (TextButtonClass *)buttonlist->Extract_Gadget(selection);
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if (toggle != NULL) {
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toggle->Turn_On();
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// toggle->IsOn = true;
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toggle->IsPressed = true;
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}
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}
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Hide_Mouse();
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buttonlist->Draw_All(true);
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Show_Mouse();
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switch (selection) {
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case (BUTTON_1):
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retval = 0;
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process = false;
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break;
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case (BUTTON_2):
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retval = 1;
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process = false;
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break;
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case BUTTON_3:
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retval = 2;
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process = false;
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break;
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}
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pressed = false;
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}
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}
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} else {
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Keyboard->Clear();
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}
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/*
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** Restore the screen if necessary.
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*/
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if (preserve) {
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Hide_Mouse();
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if (SeenBuff.Lock()) {
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#ifdef WIN32
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Buffer_To_Page(x, y, width, height, back, &SeenBuff);
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#else
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MCGA_Buffer_To_Page(preservex, preservey, preservew, preserveh, back, &SeenBuff);
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#endif
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}
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SeenBuff.Unlock();
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delete[] back;
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back = NULL;
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Show_Mouse();
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}
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return(retval);
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}
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/***********************************************************************************************
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* WWMessageBox::Process -- this one takes integer text arguments *
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* *
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* INPUT: *
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* msg message to display *
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* b1txt text for 1st button *
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* b2txt text for 2nd button; NULL = no 2nd button *
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* *
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* OUTPUT: *
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* # of button selected (0 = 1st) *
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* *
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* WARNINGS: *
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* 'msg' text must be <= 38 chars *
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* 'b1txt' and 'b2txt' must each be <= 18 chars *
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* *
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* HISTORY: *
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* 12/12/1994 BR : Created. *
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* 06/18/1995 JLB : Simplified. *
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*=============================================================================================*/
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int WWMessageBox::Process(int msg, int b1txt, int b2txt, int b3txt, bool preserve)
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{
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return(Process(Text_String(msg), b1txt, b2txt, b3txt, preserve));
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}
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/***********************************************************************************************
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* WWMessageBox::Process -- Displays message box. *
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* *
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* This routine will display a message box and wait for player input. It varies from the *
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* other message box functions only in the type of parameters it takes. *
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* *
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* INPUT: msg -- Pointer to text string for the message itself. *
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* *
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* b1txt -- Text number for the "ok" button. *
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* *
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* b2txt -- Text number for the "cancel" button. *
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* *
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* OUTPUT: Returns with the button selected. "true" if "OK" was pressed, and "false" if *
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* "CANCEL" was pressed. *
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* *
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* WARNINGS: none *
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* *
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* HISTORY: *
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* 06/18/1995 JLB : Created. *
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*=============================================================================================*/
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int WWMessageBox::Process(char const * msg, int b1txt, int b2txt, int b3txt, bool preserve)
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{
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return(Process(msg, Text_String(b1txt), Text_String(b2txt), Text_String(b3txt), preserve));
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}
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