/* ** Command & Conquer Generals(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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: W3DDisplayStringManager.h //////////////////////////////////////////////////////////////// // Created: Colin Day, July 2001 // Desc: Access for creating game managed display strings /////////////////////////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef _W3DDISPLAYSTRINGMANAGER_H_ #define _W3DDISPLAYSTRINGMANAGER_H_ #include "GameClient/DisplayStringManager.h" #include "W3DDevice/GameClient/W3DDisplayString.h" //------------------------------------------------------------------------------------------------- /** Access for creating game managed display strings */ //------------------------------------------------------------------------------------------------- class W3DDisplayStringManager : public DisplayStringManager { public: W3DDisplayStringManager( void ); virtual ~W3DDisplayStringManager( void ); // Initialize our numeral strings in postProcessLoad virtual void postProcessLoad( void ); /// update method for all our display strings virtual void update( void ); /// allocate a new display string virtual DisplayString *newDisplayString( void ); /// free a display string virtual void freeDisplayString( DisplayString *string ); // This is used to save us a few FPS and storage space. There's no reason to // duplicate the DisplayString on every drawable when 1 copy will suffice. virtual DisplayString *getGroupNumeralString( Int numeral ); virtual DisplayString *getFormationLetterString( void ) { return m_formationLetterDisplayString; }; protected: DisplayString *m_groupNumeralStrings[10]; DisplayString *m_formationLetterDisplayString; }; #endif // _W3DDISPLAYSTRINGMANAGER_H_