255 lines
6.7 KiB
C++
255 lines
6.7 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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#ifdef WOLAPI_INTEGRATION
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// Wol_Opt.cpp - WW online options dialog.
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// ajw 09/1/98
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#include "function.h"
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#include "IconList.h"
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#include "WolapiOb.h"
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#include "WolStrng.h"
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#include "BigCheck.h"
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//#include "WolDebug.h"
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extern bool cancel_current_msgbox;
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//***********************************************************************************************
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bool WOL_Options_Dialog( WolapiObject* pWO, bool bCalledFromGame )
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{
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// Returns true only if called from inside game, and the game ended on us unexpectedly.
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bool bReturn = false;
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bool bEscapeDown = false;
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bool bReturnDown = false;
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bool bIgnoreReturnDown = false;
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if( ( ::GetAsyncKeyState( VK_RETURN ) & 0x8000 ) )
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{
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// The return key is already down, as we enter the dialog.
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// Until it comes up again, ignore this fact, so that we don't act on a return press that's not valid.
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bIgnoreReturnDown = true;
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}
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/*
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** Dialog & button dimensions
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*/
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#ifdef GERMAN
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int d_list_w = 180 * RESFACTOR;
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#else
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#ifdef FRENCH
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int d_list_w = 165 * RESFACTOR;
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#else
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int d_list_w = 165 * RESFACTOR;
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#endif
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#endif
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int d_dialog_w = d_list_w + 40 * RESFACTOR; // dialog width
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int d_dialog_h = 90 * RESFACTOR; // dialog height
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int d_dialog_x = (((320 * RESFACTOR) - d_dialog_w) / 2);
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int d_dialog_y = (((200 * RESFACTOR) - d_dialog_h) / 2);
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int d_dialog_cx = d_dialog_x + (d_dialog_w / 2); // coord of x-center
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int d_txt8_h = 11 * RESFACTOR; // ht of 8-pt text
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int d_margin = 7 * RESFACTOR; // margin width/height
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int x_margin = 16 * RESFACTOR; // margin width/height
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int top_margin = 0;
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// int d_list_w = 100 * RESFACTOR;
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int d_list_h = 7 * RESFACTOR;
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int d_list_x = d_dialog_cx - d_list_w / 2;
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int d_list_y = d_dialog_y + d_margin + 24;
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#if (GERMAN | FRENCH)
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int d_ok_w = 40 * RESFACTOR;
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#else
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int d_ok_w = 40 * RESFACTOR;
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#endif
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int d_ok_h = 13 * RESFACTOR;
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int d_ok_x = d_dialog_cx - d_ok_w / 2;
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int d_ok_y = d_dialog_y + d_dialog_h - d_ok_h - d_margin;
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/*
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** Button enumerations
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*/
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enum {
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BUTTON_OK = 100,
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CHECK_FIND,
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CHECK_PAGE,
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CHECK_LANGUAGE,
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CHECK_ALLGAMES,
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CHECK_RANKAM,
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};
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/*
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** Buttons
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*/
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ControlClass* commands = NULL; // the button list
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TextButtonClass OkBtn( BUTTON_OK, TXT_OK, TPF_BUTTON, d_ok_x, d_ok_y, d_ok_w );
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BigCheckBoxClass FindCheck( CHECK_FIND, d_list_x, d_list_y, d_list_w, d_list_h,
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TXT_WOL_OPTFIND, TPF_6PT_GRAD | TPF_NOSHADOW, pWO->bFindEnabled );
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BigCheckBoxClass PageCheck( CHECK_PAGE, d_list_x, d_list_y + d_list_h + 2, d_list_w, d_list_h,
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TXT_WOL_OPTPAGE, TPF_6PT_GRAD | TPF_NOSHADOW, pWO->bPageEnabled );
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BigCheckBoxClass LanguageCheck( CHECK_LANGUAGE, d_list_x, d_list_y + 2 * ( d_list_h + 2 ), d_list_w, d_list_h,
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TXT_WOL_OPTLANGUAGE, TPF_6PT_GRAD | TPF_NOSHADOW, pWO->bLangFilter );
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BigCheckBoxClass GamescopeCheck( CHECK_ALLGAMES, d_list_x, d_list_y + 3 * ( d_list_h + 2 ), d_list_w, d_list_h,
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TXT_WOL_OPTGAMESCOPE, TPF_6PT_GRAD | TPF_NOSHADOW, !pWO->bAllGamesShown );
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BigCheckBoxClass RankAMCheck( CHECK_RANKAM, d_list_x, d_list_y + 4 * ( d_list_h + 2 ), d_list_w, d_list_h,
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TXT_WOL_OPTRANKAM, TPF_6PT_GRAD | TPF_NOSHADOW, !pWO->bShowRankRA );
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/*
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** Initialize.
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*/
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Set_Logic_Page(SeenBuff);
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/*
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** Create the button list.
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*/
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commands = &OkBtn;
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FindCheck.Add_Tail(*commands);
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PageCheck.Add_Tail(*commands);
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LanguageCheck.Add_Tail(*commands);
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GamescopeCheck.Add_Tail(*commands);
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RankAMCheck.Add_Tail(*commands);
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/*
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** Main Processing Loop.
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*/
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Keyboard->Clear();
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bool display = true;
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bool process = true;
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while (process) {
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/*
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** Invoke game callback.
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*/
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if( !bCalledFromGame )
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Call_Back();
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else
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{
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if( Main_Loop() ) // Game ended on us in the background.
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{
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process = false;
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bReturn = true;
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}
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}
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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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display = true;
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}
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#endif
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/*
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** Refresh display if needed.
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*/
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if (display) {
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/*
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** Display the dialog box.
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*/
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Hide_Mouse();
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Dialog_Box(d_dialog_x, d_dialog_y, d_dialog_w, d_dialog_h);
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Draw_Caption( TXT_WOL_OPTTITLE, d_dialog_x, d_dialog_y, d_dialog_w );
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commands->Flag_List_To_Redraw();
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Show_Mouse();
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display = false;
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}
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// Force mouse visible, as some beta testers report unexplicable disappearing cursors.
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while( Get_Mouse_State() )
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Show_Mouse();
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// Be nice to other apps.
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Sleep( 50 );
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/*
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** Get user input.
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*/
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KeyNumType input = commands->Input();
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// My hack for triggering escape and return on key up instead of down...
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// The problem that was occurring was that the calling dialog would act on the key up,
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// though this dialog handled the key down. ajw
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if( ( ::GetAsyncKeyState( VK_ESCAPE ) & 0x8000 ) )
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{
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bEscapeDown = true;
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}
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else if( bEscapeDown )
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{
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input = (KeyNumType)( BUTTON_OK | KN_BUTTON );
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bEscapeDown = false;
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}
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if( ( ::GetAsyncKeyState( VK_RETURN ) & 0x8000 ) )
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{
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if( !bIgnoreReturnDown )
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bReturnDown = true;
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}
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else
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{
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bIgnoreReturnDown = false;
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if( bReturnDown )
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{
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input = (KeyNumType)( BUTTON_OK | KN_BUTTON );
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bReturnDown = false;
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}
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}
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/*
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** Process input.
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*/
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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 = (KeyNumType)( BUTTON_OK | KN_BUTTON );
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}
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switch( input )
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{
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case ( BUTTON_OK | KN_BUTTON ):
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process = false;
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break;
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case ( CHECK_FIND | KN_BUTTON ):
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case ( CHECK_PAGE | KN_BUTTON ):
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case ( CHECK_LANGUAGE | KN_BUTTON ):
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case ( CHECK_ALLGAMES | KN_BUTTON ):
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pWO->SetOptions( FindCheck.IsOn, PageCheck.IsOn, LanguageCheck.IsOn, !GamescopeCheck.IsOn );
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break;
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case ( CHECK_RANKAM | KN_BUTTON ):
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pWO->bShowRankRA = !RankAMCheck.IsOn;
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pWO->bMyRecordUpdated = true;
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pWO->bShowRankUpdated = true;
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break;
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default:
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break;
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}
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}
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return bReturn;
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}
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#endif
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