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Initial commit of Command & Conquer Renegade source code.
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163
Code/wwui/tabctrl.h
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163
Code/wwui/tabctrl.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/tabctrl.h $*
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* *
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* Author:: Patrick Smith *
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* *
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* $Modtime:: 11/06/01 3:51p $*
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* *
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* $Revision:: 9 $*
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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 __TAB_CTRL_H
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#define __TAB_CTRL_H
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#include "dialogcontrol.h"
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#include "vector3.h"
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#include "vector.h"
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#include "render2dsentence.h"
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#include "bittype.h"
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////////////////////////////////////////////////////////////////
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// Forward declarations
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////////////////////////////////////////////////////////////////
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class ChildDialogClass;
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////////////////////////////////////////////////////////////////
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// Useful macros
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////////////////////////////////////////////////////////////////
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#define TABCTRL_ADD_TAB(tab_ctrl, class_name) { \
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ChildDialogClass *new_tab = new class_name; \
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tab_ctrl->Add_Tab (new_tab); \
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REF_PTR_RELEASE (new_tab); }
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////////////////////////////////////////////////////////////////
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//
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// TabCtrlClass
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//
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////////////////////////////////////////////////////////////////
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class TabCtrlClass : 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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TabCtrlClass (void);
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virtual ~TabCtrlClass (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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bool Wants_Tooltip (void) const { return false; }
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//
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// Tab control
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//
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void Add_Tab (ChildDialogClass *dialog);
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void Remove_Tab (int index);
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int Get_Tab_Count (void) const { return TabList.Count (); }
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//
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// Selection control
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//
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void Set_Curr_Tab (int index);
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int Get_Curr_Tab (void) const { return CurrTabIndex; }
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//
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// Apply/Discard support
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//
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// Note: If either of these methods return false, then the
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// dialog should NOT advance.
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//
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bool Apply_Changes_On_Tabs (void);
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bool Discard_Changes_On_Tabs (void);
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void Reload_Tabs (void);
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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_LButton_Up (const Vector2 &mouse_pos);
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void On_Mouse_Move (const Vector2 &mouse_pos);
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void On_Mouse_Wheel (int direction);
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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 Update_Client_Rect (void);
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void Create_Control_Renderer (void);
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void Create_Text_Renderer (void);
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void Create_Glow_Renderer (void);
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int Tab_From_Pos (const Vector2 &mouse_pos);
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float Pos_From_Tab (int index);
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void Free_Tabs (void);
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void Update_Bubble (void);
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void Update_Selector (void);
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////////////////////////////////////////////////////////////////
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// Protected member data
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////////////////////////////////////////////////////////////////
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Render2DClass ControlRenderer;
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Render2DSentenceClass HilightRenderer;
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Render2DSentenceClass TextRenderer;
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Render2DSentenceClass HilightGlowRenderer;
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Render2DSentenceClass GlowRenderer;
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int CurrTabIndex;
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int NextBlinkTime;
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bool IsBubbleDisplayed;
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float SelectorPos;
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float ScaleX;
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float ScaleY;
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RectClass SelRect;
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DynamicVectorClass<ChildDialogClass *> TabList;
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};
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#endif //__TAB_CTRL_H
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