153 lines
6.6 KiB
C++
153 lines
6.6 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: LayoutScheme.h ///////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Westwood Studios Pacific.
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//
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// Confidential Information
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// Copyright (C) 2001 - All Rights Reserved
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//
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//-----------------------------------------------------------------------------
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//
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// Project: GUIEdit
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//
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// File name: LayoutScheme.h
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//
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// Created: Colin Day, August 2001
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//
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// Desc: Layout scheme editing and loading
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __LAYOUTSCHEME_H_
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#define __LAYOUTSCHEME_H_
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// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
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#include <windows.h>
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// USER INCLUDES //////////////////////////////////////////////////////////////
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#include "Lib/BaseType.h"
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#include "Properties.h"
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// LayoutScheme ---------------------------------------------------------------
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/** The layout scheme provides a place for default look of newly
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* created controls and windows */
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//-----------------------------------------------------------------------------
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class LayoutScheme
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{
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public:
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LayoutScheme();
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~LayoutScheme();
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void init( void );
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void openDialog( void ); ///< open the scheme info and editing dialog
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char *getSchemeFilename( void ); ///< get the scheme filename
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void setSchemeFilename( char *filename ); ///< set the scheme filename
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Bool saveScheme( char *filename ); ///< save the current scheme to file
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Bool loadScheme( char *filename ); ///< load the scheme file
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ImageAndColorInfo *getImageAndColor( StateIdentifier id );
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void storeImageAndColor( StateIdentifier id, const Image *image,
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Color color, Color borderColor );
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void setFont( GameFont *font );
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GameFont *getFont( void );
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Color getEnabledTextColor( void );
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Color getEnabledTextBorderColor( void );
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Color getDisabledTextColor( void );
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Color getDisabledTextBorderColor( void );
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Color getHiliteTextColor( void );
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Color getHiliteTextBorderColor( void );
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void setEnabledTextColor( Color c );
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void setEnabledTextBorderColor( Color c );
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void setDisabledTextColor( Color c );
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void setDisabledTextBorderColor( Color c );
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void setHiliteTextColor( Color c );
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void setHiliteTextBorderColor( Color c );
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/** apply the image and color info stored in the state identifer tables
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used for "property editing" to all appropriate windows currently
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loaded in the editor */
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void applyPropertyTablesToWindow( GameWindow *root );
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protected:
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ImageAndColorInfo *findEntry( StateIdentifier id );
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char m_schemeFilename[ _MAX_PATH ]; ///< filename
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ImageAndColorInfo m_imageAndColorTable[ NUM_STATE_IDENTIFIERS ]; // the color and image info
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TextDrawData m_enabledText; ///< default text colors
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TextDrawData m_disabledText; ///< default text colors
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TextDrawData m_hiliteText; ///< default text colors
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GameFont *m_font; ///< default font
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}; // end LayoutScheme
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///////////////////////////////////////////////////////////////////////////////
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// INLINING ///////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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inline char *LayoutScheme::getSchemeFilename( void ) { return m_schemeFilename; }
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inline void LayoutScheme::setSchemeFilename( char *filename ) { strcpy( m_schemeFilename, filename ); }
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inline Color LayoutScheme::getEnabledTextColor( void ) { return m_enabledText.color; }
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inline Color LayoutScheme::getEnabledTextBorderColor( void ) { return m_enabledText.borderColor; }
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inline Color LayoutScheme::getDisabledTextColor( void ) { return m_disabledText.color; }
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inline Color LayoutScheme::getDisabledTextBorderColor( void ) { return m_disabledText.borderColor; }
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inline Color LayoutScheme::getHiliteTextColor( void ) { return m_hiliteText.color; }
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inline Color LayoutScheme::getHiliteTextBorderColor( void ) { return m_hiliteText.borderColor; }
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inline void LayoutScheme::setEnabledTextColor( Color c ) { m_enabledText.color = c; }
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inline void LayoutScheme::setEnabledTextBorderColor( Color c ) { m_enabledText.borderColor = c; }
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inline void LayoutScheme::setDisabledTextColor( Color c ) { m_disabledText.color = c; }
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inline void LayoutScheme::setDisabledTextBorderColor( Color c ) { m_disabledText.borderColor = c; }
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inline void LayoutScheme::setHiliteTextColor( Color c ) { m_hiliteText.color = c; }
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inline void LayoutScheme::setHiliteTextBorderColor( Color c ) { m_hiliteText.borderColor = c; }
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inline void LayoutScheme::setFont( GameFont *font ) { m_font = font; }
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inline GameFont *LayoutScheme::getFont( void ) { return m_font; }
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///////////////////////////////////////////////////////////////////////////////
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// EXTERNALS //////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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extern LayoutScheme *TheDefaultScheme;
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#endif // end __LAYOUTSCHEME_H_
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