/* ** 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: 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 #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_