/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: GadgetTextEntry.h //////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Westwood Studios Pacific. // // Confidential Information // Copyright (C) 2001 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: GadgetTextEntry.h // // Created: Colin Day, June 2001 // // Desc: Helpful interface for TextEntrys // // TextEntry IMAGE/COLOR organization // // note that windows that have an outlined text field will use the color // for the outline specified with the TextBorder... functions // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __GADGETTEXTENTRY_H_ #define __GADGETTEXTENTRY_H_ // SYSTEM INCLUDES //////////////////////////////////////////////////////////// // USER INCLUDES ////////////////////////////////////////////////////////////// #include "GameClient/GameWindowManager.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////// class GameWindow; // TYPE DEFINES /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // INLINING /////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// inline void GadgetTextEntrySetText( GameWindow *g, UnicodeString text ) { TheWindowManager->winSendSystemMsg( g, GEM_SET_TEXT, (WindowMsgData)&text, 0 ); } extern UnicodeString GadgetTextEntryGetText( GameWindow *textentry ); ///< Get the text from the text entry field extern void GadgetTextEntrySetFont( GameWindow *g, GameFont *font ); ///< set font for window and edit text display strings inline void GadgetTextEntrySetTextColor( GameWindow *g, Color color ) { Color back = g->winGetEnabledTextBorderColor(); g->winSetEnabledTextColors(color,back); g->winSetDisabledTextColors(GameDarkenColor(color, 25),back); } // text colors // enabled inline void GadgetTextEntrySetEnabledImageLeft( GameWindow *g, const Image *image ) { g->winSetEnabledImage( 0, image ); } inline void GadgetTextEntrySetEnabledImageRight( GameWindow *g, const Image *image ) { g->winSetEnabledImage( 1, image ); } inline void GadgetTextEntrySetEnabledImageCenter( GameWindow *g, const Image *image ) { g->winSetEnabledImage( 2, image ); } inline void GadgetTextEntrySetEnabledImageSmallCenter( GameWindow *g, const Image *image ) { g->winSetEnabledImage( 3, image ); } inline void GadgetTextEntrySetEnabledColor( GameWindow *g, Color color ) { g->winSetEnabledColor( 0, color ); } inline void GadgetTextEntrySetEnabledBorderColor( GameWindow *g, Color color ) { g->winSetEnabledBorderColor( 0, color ); } inline const Image *GadgetTextEntryGetEnabledImageLeft( GameWindow *g ) { return g->winGetEnabledImage( 0 ); } inline const Image *GadgetTextEntryGetEnabledImageRight( GameWindow *g ) { return g->winGetEnabledImage( 1 ); } inline const Image *GadgetTextEntryGetEnabledImageCenter( GameWindow *g ) { return g->winGetEnabledImage( 2 ); } inline const Image *GadgetTextEntryGetEnabledImageSmallCenter( GameWindow *g ) { return g->winGetEnabledImage( 3 ); } inline Color GadgetTextEntryGetEnabledColor( GameWindow *g ) { return g->winGetEnabledColor( 0 ); } inline Color GadgetTextEntryGetEnabledBorderColor( GameWindow *g ) { return g->winGetEnabledBorderColor( 0 ); } // disabled inline void GadgetTextEntrySetDisabledImageLeft( GameWindow *g, const Image *image ) { g->winSetDisabledImage( 0, image ); } inline void GadgetTextEntrySetDisabledImageRight( GameWindow *g, const Image *image ) { g->winSetDisabledImage( 1, image ); } inline void GadgetTextEntrySetDisabledImageCenter( GameWindow *g, const Image *image ) { g->winSetDisabledImage( 2, image ); } inline void GadgetTextEntrySetDisabledImageSmallCenter( GameWindow *g, const Image *image ) { g->winSetDisabledImage( 3, image ); } inline void GadgetTextEntrySetDisabledColor( GameWindow *g, Color color ) { g->winSetDisabledColor( 0, color ); } inline void GadgetTextEntrySetDisabledBorderColor( GameWindow *g, Color color ) { g->winSetDisabledBorderColor( 0, color ); } inline const Image *GadgetTextEntryGetDisabledImageLeft( GameWindow *g ) { return g->winGetDisabledImage( 0 ); } inline const Image *GadgetTextEntryGetDisabledImageRight( GameWindow *g ) { return g->winGetDisabledImage( 1 ); } inline const Image *GadgetTextEntryGetDisabledImageCenter( GameWindow *g ) { return g->winGetDisabledImage( 2 ); } inline const Image *GadgetTextEntryGetDisabledImageSmallCenter( GameWindow *g ) { return g->winGetDisabledImage( 3 ); } inline Color GadgetTextEntryGetDisabledColor( GameWindow *g ) { return g->winGetDisabledColor( 0 ); } inline Color GadgetTextEntryGetDisabledBorderColor( GameWindow *g ) { return g->winGetDisabledBorderColor( 0 ); } // hilite inline void GadgetTextEntrySetHiliteImageLeft( GameWindow *g, const Image *image ) { g->winSetHiliteImage( 0, image ); } inline void GadgetTextEntrySetHiliteImageRight( GameWindow *g, const Image *image ) { g->winSetHiliteImage( 1, image ); } inline void GadgetTextEntrySetHiliteImageCenter( GameWindow *g, const Image *image ) { g->winSetHiliteImage( 2, image ); } inline void GadgetTextEntrySetHiliteImageSmallCenter( GameWindow *g, const Image *image ) { g->winSetHiliteImage( 3, image ); } inline void GadgetTextEntrySetHiliteColor( GameWindow *g, Color color ) { g->winSetHiliteColor( 0, color ); } inline void GadgetTextEntrySetHiliteBorderColor( GameWindow *g, Color color ) { g->winSetHiliteBorderColor( 0, color ); } inline const Image *GadgetTextEntryGetHiliteImageLeft( GameWindow *g ) { return g->winGetHiliteImage( 0 ); } inline const Image *GadgetTextEntryGetHiliteImageRight( GameWindow *g ) { return g->winGetHiliteImage( 1 ); } inline const Image *GadgetTextEntryGetHiliteImageCenter( GameWindow *g ) { return g->winGetHiliteImage( 2 ); } inline const Image *GadgetTextEntryGetHiliteImageSmallCenter( GameWindow *g ) { return g->winGetHiliteImage( 3 ); } inline Color GadgetTextEntryGetHiliteColor( GameWindow *g ) { return g->winGetHiliteColor( 0 ); } inline Color GadgetTextEntryGetHiliteBorderColor( GameWindow *g ) { return g->winGetHiliteBorderColor( 0 ); } // EXTERNALS ////////////////////////////////////////////////////////////////// #endif // __GADGETTEXTENTRY_H_