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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (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
- const CommandButton *commandButton = findCommandButton( "Command_Sell" );
- NameKeyType id;
- id = TheNameKeyGenerator->nameToKey( "ControlBar.wnd:OCLTimerSellButton" );
- GameWindow *win = TheWindowManager->winGetWindowFromId( parent, id );
- setControlCommand( win, commandButton );
- win->winSetStatus( WIN_STATUS_USE_OVERLAY_STATES );
-
- // 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
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