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/*
** Command & Conquer Generals Zero Hour(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program 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.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: GUIEditWindowManager.h ///////////////////////////////////////////////////////////////////
// Created: Colin Day, July 2001
// Desc: Window manager for the GUI edit tool, we want this up
// fast and to look like what we use in the game so we're going
// to use the WW3D window manager, and just override the
// drawing functions to draw lines and images to the
// display. We will also be adding our own functionality
// here for editing and interacting with the GUI windows.
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __GUIEDITWINDOWMANAGER_H_
#define __GUIEDITWINDOWMANAGER_H_
#include <stdlib.h>
#include "W3DDevice/GameClient/W3DGameWindowManager.h"
//-------------------------------------------------------------------------------------------------
/** GUI edit interface for window manager */
//-------------------------------------------------------------------------------------------------
class GUIEditWindowManager : public W3DGameWindowManager
{
public:
GUIEditWindowManager( void );
virtual ~GUIEditWindowManager( void );
virtual void init( void ); ///< initialize system
virtual Int winDestroy( GameWindow *window ); ///< destroy this window
/// create a new window by setting up parameters and callbacks
virtual GameWindow *winCreate( GameWindow *parent, UnsignedInt status,
Int x, Int y, Int width, Int height,
GameWinSystemFunc system,
WinInstanceData *instData = NULL );
// **************************************************************************
// GUIEdit specific methods *************************************************
// **************************************************************************
/** unlink the window to move and place it ahead of the target window
in the master chain or the child chain */
void moveAheadOf( GameWindow *windowToMove, GameWindow *aheadOf );
/// make target a child of the parent
void makeChildOf( GameWindow *target, GameWindow *parent );
void validateClipboardNames( GameWindow *root ); ///< ensure unique names
void incrementName( GameWindow *window ); ///< make a new unique name
void resetClipboard( void ); ///< reset the clipboard to empty
Bool isClipboardEmpty( void ); ///< is the clipboard empty
void duplicateSelected( GameWindow *root ); ///< dupe the selected windows into the clipboard
void copySelectedToClipboard( void ); ///< copy selected windows to clipboard
void cutSelectedToClipboard( void ); ///< cut selected windows to clipboard
void pasteClipboard( void ); ///< paste the contents of the clipboard
GameWindow *getClipboardList( void ); ///< get the clipboard list
GameWindow *getClipboardDupeList( void ); ///< get clipboard dupe list
protected:
/** validate window is part of the clipboard at the top level */
Bool isWindowInClipboard( GameWindow *window, GameWindow **list );
void linkToClipboard( GameWindow *window, GameWindow **list ); ///< add window to clipboard
void unlinkFromClipboard( GameWindow *window, GameWindow **list ); ///< remove window from clipboard
/** remove selected children from the select list that have a parent
also in the select list */
void removeSupervisedChildSelections( void );
/** selected windows that are children will cut loose their parents
and become adults (their parent will be NULL, otherwise the screen) */
// void orphanSelectedChildren( void );
/// dupe a window and its children
GameWindow *duplicateWindow( GameWindow *source, GameWindow *parent );
void createClipboardDuplicate( void ); ///< duplicate the clipboard on the dup list
GameWindow *m_clipboard; ///< list of windows in the clipboard
GameWindow *m_clipboardDup; ///< list duplicate of the clipboard used for pasting
Int m_copySpacing; ///< keeps multiple pastes from being on top of each other
Int m_numCopiesPasted; ///< keeps multiple pastes from being on top of each other
};
// INLINE /////////////////////////////////////////////////////////////////////////////////////////
inline GameWindow *GUIEditWindowManager::getClipboardList( void ) { return m_clipboard; }
inline GameWindow *GUIEditWindowManager::getClipboardDupeList( void ) { return m_clipboardDup; }
// EXTERN /////////////////////////////////////////////////////////////////////////////////////////
extern GUIEditWindowManager *TheGUIEditWindowManager; ///< editor use only
#endif // __GUIEDITWINDOWMANAGER_H_