/* ** Command & Conquer Generals Zero Hour(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: ControlBarOCLTimer.cpp ////////////////////////////////////////////////////////// // Author: Colin Day, March 2002 // Desc: Methods specific to the control bar OCL Timer context /////////////////////////////////////////////////////////////////////////////////////////////////// // USER INCLUDES ////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/NameKeyGenerator.h" #include "Common/ThingTemplate.h" #include "GameLogic/Object.h" #include "GameLogic/Module/OCLUpdate.h" #include "GameClient/Drawable.h" #include "GameClient/GameText.h" #include "GameClient/ControlBar.h" #include "GameClient/GameWindow.h" #include "GameClient/GameWindowManager.h" #include "GameClient/GadgetStaticText.h" #include "GameClient/GadgetProgressBar.h" //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void ControlBar::updateOCLTimerTextDisplay( UnsignedInt totalSeconds, Real percent ) { UnicodeString text; static UnsignedInt descID = TheNameKeyGenerator->nameToKey( "ControlBar.wnd:OCLTimerStaticText" ); GameWindow *descWindow = TheWindowManager->winGetWindowFromId( NULL, descID ); static UnsignedInt barID = TheNameKeyGenerator->nameToKey( "ControlBar.wnd:OCLTimerProgressBar" ); GameWindow *barWindow = TheWindowManager->winGetWindowFromId( NULL, barID ); // santiy DEBUG_ASSERTCRASH( descWindow, ("Under construction window not found\n") ); Int minutes = totalSeconds / 60; Int seconds = totalSeconds - (minutes * 60); // format the message if( seconds < 10 ) text.format( TheGameText->fetch( "CONTROLBAR:OCLTimerDescWithPadding" ), minutes, seconds ); else text.format( TheGameText->fetch( "CONTROLBAR:OCLTimerDesc" ), minutes, seconds ); GadgetStaticTextSetText( descWindow, text ); GadgetProgressBarSetProgress(barWindow, (percent * 100)); // record this as the last time displayed m_displayedOCLTimerSeconds = totalSeconds; } // end updateOCLTimerTextDisplay //------------------------------------------------------------------------------------------------- /** Populate the interface for an OCL Timer context. */ //------------------------------------------------------------------------------------------------- void ControlBar::populateOCLTimer( Object *creatorObject ) { // sanity if( creatorObject == NULL ) return; // get our parent window GameWindow *parent = m_contextParent[ CP_OCL_TIMER ]; // set the sell button /// @todo srj -- remove hard-coding here, please NameKeyType id; id = TheNameKeyGenerator->nameToKey( "ControlBar.wnd:OCLTimerSellButton" ); GameWindow *win = TheWindowManager->winGetWindowFromId( parent, id ); if( !creatorObject->isKindOf(KINDOF_TECH_BUILDING) ) { // Surgical bug fix. srj is right, this is stupid. const CommandButton *commandButton = findCommandButton( "Command_Sell" ); setControlCommand( win, commandButton ); win->winSetStatus( WIN_STATUS_USE_OVERLAY_STATES ); } // Another last minute hack due to time constraint and feature creep else if( creatorObject->isKindOf(KINDOF_TECH_BUILDING) && creatorObject->isKindOf(KINDOF_AUTO_RALLYPOINT) ) { // This time we want a rally point button to show up instead of a sell button const CommandButton *commandButton = findCommandButton( "Command_SetRallyPoint" ); setControlCommand( win, commandButton ); win->winSetStatus( WIN_STATUS_USE_OVERLAY_STATES ); // // for objects that have a production exit interface, we may have a rally point set. // if we do, we want to show that rally point in the world // ExitInterface *exit = creatorObject->getObjectExitInterface(); if( exit ) { // // if a rally point is set, show the rally point, if we don't have it set hide any rally // point we might have visible // showRallyPoint( exit->getRallyPoint() ); } // end if } else { win->winHide(TRUE); } // set the text percent and bar of our timer we are displaying updateContextOCLTimer( ); // set the portrait for the thing being constructed setPortraitByObject( creatorObject ); } // end populateUnderConstruction //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- void ControlBar::updateContextOCLTimer( void ) { Object *obj = m_currentSelectedDrawable->getObject(); static const NameKeyType key_OCLUpdate = NAMEKEY( "OCLUpdate" ); OCLUpdate *update = (OCLUpdate*)obj->findUpdateModule( key_OCLUpdate ); UnsignedInt frames = update->getRemainingFrames(); UnsignedInt seconds = frames / LOGICFRAMES_PER_SECOND; Real percent = update->getCountdownPercent(); // if the time has changed since what was last shown to the user update the text if( m_displayedOCLTimerSeconds != seconds ) updateOCLTimerTextDisplay( seconds, percent ); } // end updatecontextUnderConstruction