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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
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128
Code/wwui/inputctrl.h
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128
Code/wwui/inputctrl.h
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/*
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** Command & Conquer Renegade(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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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Combat *
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* *
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* $Archive:: /Commando/Code/wwui/inputctrl.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 1/15/02 6:33p $*
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* *
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* $Revision:: 8 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#if defined(_MSC_VER)
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#pragma once
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#endif
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#ifndef __INPUTBOX_CTRL_H
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#define __INPUTBOX_CTRL_H
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#include "dialogcontrol.h"
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#include "vector3.h"
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#include "render2dsentence.h"
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#include "bittype.h"
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////////////////////////////////////////////////////////////////
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// Special virtual keys
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////////////////////////////////////////////////////////////////
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#define VK_MOUSEWHEEL_UP 0x100
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#define VK_MOUSEWHEEL_DOWN 0x101
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////////////////////////////////////////////////////////////////
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//
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// InputCtrlClass
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//
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////////////////////////////////////////////////////////////////
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class InputCtrlClass : public DialogControlClass
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{
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public:
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////////////////////////////////////////////////////////////////
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// Public constructors/destructors
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////////////////////////////////////////////////////////////////
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InputCtrlClass (void);
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virtual ~InputCtrlClass (void);
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////////////////////////////////////////////////////////////////
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// Public methods
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////////////////////////////////////////////////////////////////
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//
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// From DialogControlClass
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//
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void Render (void);
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//
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// Key assignment access
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//
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int Get_Key_Assignment (void) const { return KeyAssignment; }
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void Set_Key_Assignment (int game_key_id, const WideStringClass &key_name);
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//
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// User data support
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//
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uint32 Get_User_Data (void) { return UserData; }
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void Set_User_Data (uint32 data) { UserData = data; }
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protected:
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////////////////////////////////////////////////////////////////
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// Protected methods
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////////////////////////////////////////////////////////////////
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void On_LButton_Down (const Vector2 &mouse_pos);
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void On_RButton_Down (const Vector2 &mouse_pos);
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void On_MButton_Down (const Vector2 &mouse_pos);
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void On_LButton_Up (const Vector2 &mouse_pos);
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void On_Set_Cursor (const Vector2 &mouse_pos);
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void On_Set_Focus (void);
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void On_Kill_Focus (DialogControlClass *focus);
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bool On_Key_Down (uint32 key_id, uint32 key_data);
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void On_Create (void);
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void On_Mouse_Wheel (int direction);
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void Update_Client_Rect (void);
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void On_New_Key (int vkey_id);
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void Create_Control_Renderers (void);
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void Create_Text_Renderers (void);
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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Render2DSentenceClass TextRenderer;
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Render2DClass ControlRenderer;
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Render2DClass HilightRenderer;
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int KeyAssignment;
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int MouseIgnoreTime;
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uint32 UserData;
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int PendingKeyID;
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};
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#endif //__INPUTBOX_CTRL_H
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