120 lines
5.5 KiB
C++
120 lines
5.5 KiB
C++
/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: GUIEditWindowManager.h ///////////////////////////////////////////////////////////////////
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// Created: Colin Day, July 2001
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// Desc: Window manager for the GUI edit tool, we want this up
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// fast and to look like what we use in the game so we're going
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// to use the WW3D window manager, and just override the
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// drawing functions to draw lines and images to the
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// display. We will also be adding our own functionality
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// here for editing and interacting with the GUI windows.
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __GUIEDITWINDOWMANAGER_H_
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#define __GUIEDITWINDOWMANAGER_H_
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#include <stdlib.h>
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#include "W3DDevice/GameClient/W3DGameWindowManager.h"
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//-------------------------------------------------------------------------------------------------
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/** GUI edit interface for window manager */
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//-------------------------------------------------------------------------------------------------
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class GUIEditWindowManager : public W3DGameWindowManager
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{
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public:
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GUIEditWindowManager( void );
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virtual ~GUIEditWindowManager( void );
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virtual void init( void ); ///< initialize system
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virtual Int winDestroy( GameWindow *window ); ///< destroy this window
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/// create a new window by setting up parameters and callbacks
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virtual GameWindow *winCreate( GameWindow *parent, UnsignedInt status,
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Int x, Int y, Int width, Int height,
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GameWinSystemFunc system,
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WinInstanceData *instData = NULL );
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// **************************************************************************
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// GUIEdit specific methods *************************************************
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// **************************************************************************
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/** unlink the window to move and place it ahead of the target window
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in the master chain or the child chain */
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void moveAheadOf( GameWindow *windowToMove, GameWindow *aheadOf );
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/// make target a child of the parent
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void makeChildOf( GameWindow *target, GameWindow *parent );
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void validateClipboardNames( GameWindow *root ); ///< ensure unique names
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void incrementName( GameWindow *window ); ///< make a new unique name
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void resetClipboard( void ); ///< reset the clipboard to empty
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Bool isClipboardEmpty( void ); ///< is the clipboard empty
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void duplicateSelected( GameWindow *root ); ///< dupe the selected windows into the clipboard
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void copySelectedToClipboard( void ); ///< copy selected windows to clipboard
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void cutSelectedToClipboard( void ); ///< cut selected windows to clipboard
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void pasteClipboard( void ); ///< paste the contents of the clipboard
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GameWindow *getClipboardList( void ); ///< get the clipboard list
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GameWindow *getClipboardDupeList( void ); ///< get clipboard dupe list
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protected:
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/** validate window is part of the clipboard at the top level */
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Bool isWindowInClipboard( GameWindow *window, GameWindow **list );
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void linkToClipboard( GameWindow *window, GameWindow **list ); ///< add window to clipboard
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void unlinkFromClipboard( GameWindow *window, GameWindow **list ); ///< remove window from clipboard
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/** remove selected children from the select list that have a parent
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also in the select list */
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void removeSupervisedChildSelections( void );
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/** selected windows that are children will cut loose their parents
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and become adults (their parent will be NULL, otherwise the screen) */
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// void orphanSelectedChildren( void );
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/// dupe a window and its children
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GameWindow *duplicateWindow( GameWindow *source, GameWindow *parent );
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void createClipboardDuplicate( void ); ///< duplicate the clipboard on the dup list
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GameWindow *m_clipboard; ///< list of windows in the clipboard
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GameWindow *m_clipboardDup; ///< list duplicate of the clipboard used for pasting
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Int m_copySpacing; ///< keeps multiple pastes from being on top of each other
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Int m_numCopiesPasted; ///< keeps multiple pastes from being on top of each other
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};
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// INLINE /////////////////////////////////////////////////////////////////////////////////////////
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inline GameWindow *GUIEditWindowManager::getClipboardList( void ) { return m_clipboard; }
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inline GameWindow *GUIEditWindowManager::getClipboardDupeList( void ) { return m_clipboardDup; }
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// EXTERN /////////////////////////////////////////////////////////////////////////////////////////
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extern GUIEditWindowManager *TheGUIEditWindowManager; ///< editor use only
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#endif // __GUIEDITWINDOWMANAGER_H_
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