180 lines
7.3 KiB
C++

/*
** 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: HierarchyView.h //////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Westwood Studios Pacific.
//
// Confidential Information
// Copyright (C) 2001 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// Project: GUIEdit
//
// File name: HierarchyView.h
//
// Created: Colin Day, July 2001
//
// Desc: Manipulation the widows heirarchy through the tree
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __HIERARCHYVIEW_H_
#define __HIERARCHYVIEW_H_
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
#include <windows.h>
#include <commctrl.h>
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "Lib/BaseType.h"
#include "GameClient/GameWindow.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// TYPE DEFINES ///////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// Add slight improvement to load times -- was 2:30, now 0:02 for test case.
#define USE_FAST_FIND_ITEM 1
// HierarchyOption ------------------------------------------------------------
//-----------------------------------------------------------------------------
typedef enum
{
HIERARCHY_ADD_AT_TOP,
HIERARCHY_ADD_AT_BOTTOM,
} HierarchyOption;
// HierarchyView --------------------------------------------------------------
/** This view allows users to manipulate the windows hierarchy using
* a tree view control */
//-----------------------------------------------------------------------------
class HierarchyView
{
public:
HierarchyView( void );
~HierarchyView( void );
void init( void );
void reset( void );
void shutdown( void );
char *getWindowTreeName( GameWindow *window );
void addWindow( GameWindow *window, HierarchyOption option ); ///< add a window to the view
void removeWindow( GameWindow *window ); ///< remove window from tree
void bringWindowToTop( GameWindow *window ); ///< bring window to top of parent list
void updateWindowName( GameWindow *window ); ///< update tree entry based on name
void selectWindow( GameWindow *window ); ///< select window
HWND getTreeHandle( void ); ///< get the tree control handle
HWND getHierarchyHandle( void ); ///< get window handle for the whole dialog
void setDialogPos( ICoord2D *pos );
void getDialogPos( ICoord2D *pos );
void setDialogSize( ICoord2D *size );
void getDialogSize( ICoord2D *size );
void setDragWindow( GameWindow *window );
void setDragTarget( GameWindow *window );
GameWindow *getDragWindow( void );
GameWindow *getDragTarget( void );
void moveWindowAheadOf( GameWindow *window, GameWindow *aheadOf ); ///< move hierarchy representation
void moveWindowChildOf( GameWindow *window, GameWindow *parent ); ///< move hierarchy representation
Bool validateDragDropOperation( GameWindow *source, GameWindow *target );
void setPopupTarget( GameWindow *window ); ///< set target for popup menu
GameWindow *getPopupTarget( void ); ///< get the popup target window
HTREEITEM treePointToItem( Int x, Int y ); ///< translate mouse pos to item location
GameWindow *getWindowFromItem( HTREEITEM treeItem ); ///< get game window from user data in the tree item
protected:
static LRESULT CALLBACK dialogProc( HWND hWndDialog, UINT message,
WPARAM wParam, LPARAM lParam );
void addWindowToTree( GameWindow *window, HTREEITEM treeParent,
HierarchyOption option, Bool addChildren,
Bool addSiblings ); ///< workhorse for addWindow()
HTREEITEM findItemEntry( HTREEITEM node, GameWindow *window ); ///< workhorse for findTreeEntry
HTREEITEM findTreeEntry( GameWindow *window ); ///< return entry if in tree
HWND m_dialog; ///< window handle for our control dialog
HWND m_tree; ///< window handle for the tree control
GameWindow *m_dragWindow; ///< for drag drop operations
GameWindow *m_dragTarget; ///< target for drag and drop operations while mouse is moving
GameWindow *m_popupTarget; ///< the target for right mouse popup menus
#if USE_FAST_FIND_ITEM
typedef const GameWindow* ConstGameWindowPtr;
// use special class for hashing, since std::hash won't compile for arbitrary ptrs
struct hashConstGameWindowPtr
{
size_t operator()(ConstGameWindowPtr p) const
{
std::hash<UnsignedInt> hasher;
return hasher((UnsignedInt)p);
}
};
typedef std::hash_map< ConstGameWindowPtr, HTREEITEM, hashConstGameWindowPtr, std::equal_to<ConstGameWindowPtr> > TreeHash;
TreeHash m_treeHash; ///< Speed up the search with a nice hash.
#endif
}; // end HierarchyView
///////////////////////////////////////////////////////////////////////////////
// INLINING ///////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
inline HWND HierarchyView::getTreeHandle( void ) { return m_tree; }
inline HWND HierarchyView::getHierarchyHandle( void ) { return m_dialog; }
inline void HierarchyView::setDragWindow( GameWindow *window ) { m_dragWindow = window; }
inline void HierarchyView::setDragTarget( GameWindow *window ) { m_dragTarget = window; }
inline GameWindow *HierarchyView::getDragWindow( void ) { return m_dragWindow; }
inline GameWindow *HierarchyView::getDragTarget( void ) { return m_dragTarget; }
inline void HierarchyView::setPopupTarget( GameWindow *window ) { m_popupTarget = window; }
inline GameWindow *HierarchyView::getPopupTarget( void ) { return m_popupTarget; }
// EXTERNALS //////////////////////////////////////////////////////////////////
extern HierarchyView *TheHierarchyView; ///< singleton for our view
#endif // __CONTROLPALETTE_H_