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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: AnimateWindowManager.h /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // created: Mar 2002
- //
- // Filename: AnimateWindowManager.h
- //
- // author: Chris Huybregts
- //
- // purpose: The Animate Window class will be used by registering a window with
- // the manager with stating what kind of animation to do. Then on every
- // update, we'll move the windows.
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __ANIMATEWINDOWMANAGER_H_
- #define __ANIMATEWINDOWMANAGER_H_
- //-----------------------------------------------------------------------------
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // USER INCLUDES //////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "Lib/BaseType.h"
- #include "Common/SubsystemInterface.h"
- #include "Common/GameMemory.h"
- //-----------------------------------------------------------------------------
- // FORWARD REFERENCES /////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- class GameWindow;
- class ProcessAnimateWindowSlideFromBottom;
- class ProcessAnimateWindowSlideFromBottomTimed;
- class ProcessAnimateWindowSlideFromTop;
- class ProcessAnimateWindowSlideFromLeft;
- class ProcessAnimateWindowSlideFromRight;
- class ProcessAnimateWindowSlideFromRightFast;
- class ProcessAnimateWindowSpiral;
- class ProcessAnimateWindowSlideFromTopFast;
- class ProcessAnimateWindowSideSelect;
- class ProcessAnimateWindow;
- //-----------------------------------------------------------------------------
- // TYPE DEFINES ///////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- enum AnimTypes
- {
- WIN_ANIMATION_NONE = 0,
- WIN_ANIMATION_SLIDE_RIGHT,
- WIN_ANIMATION_SLIDE_RIGHT_FAST,
- WIN_ANIMATION_SLIDE_LEFT,
- WIN_ANIMATION_SLIDE_TOP,
- WIN_ANIMATION_SLIDE_BOTTOM,
- WIN_ANIMATION_SPIRAL,
- WIN_ANIMATION_SLIDE_BOTTOM_TIMED,
- WIN_ANIMATION_SLIDE_TOP_FAST,
- WIN_ANIMATION_COUNT
- } ;
- //-----------------------------------------------------------------------------
- class AnimateWindow : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AnimateWindow, "AnimateWindow")
- public:
- AnimateWindow( void );
- //~AnimateWindow( void );
-
- void setAnimData( ICoord2D startPos, ICoord2D endPos, ICoord2D curPos, ICoord2D restPos, Coord2D vel, UnsignedInt startTime, UnsignedInt endTime);
- ICoord2D getStartPos( void ); ///< Get the Start Position 2D coord
- ICoord2D getCurPos( void ); ///< Get the Current Position 2D coord
- ICoord2D getEndPos( void ); ///< Get the End Position 2D coord
- ICoord2D getRestPos( void ); ///< Get the Rest Position 2D coord
- GameWindow *getGameWindow( void ); ///< Get the GameWindow that will be animating
- AnimTypes getAnimType( void ); ///< Get the Animation type
- UnsignedInt getDelay( void ); ///< Get the Time Delay
- Coord2D getVel( void ); ///< Get the Velocity Position 2D coord
- UnsignedInt getStartTime( void ); ///< Get the start time of the time-based anim
- UnsignedInt getEndTime( void ); ///< Get the end time of the time-based anim
- void setStartPos( ICoord2D starPos); ///< Set the Start Position 2D coord
- void setCurPos( ICoord2D curPos); ///< Set the Current Position 2D coord
- void setEndPos( ICoord2D endPos); ///< Set the End Position 2D coord
- void setRestPos( ICoord2D restPos); ///< Set the Rest Position 2D coord
- void setGameWindow( GameWindow *win); ///< Set the GameWindow that will be animating
- void setAnimType( AnimTypes animType); ///< Set the Animation type
- void setDelay( UnsignedInt delay); ///< Set the Time Delay
- void setVel( Coord2D vel); ///< Set the Velocity Position 2D coord
- void setStartTime( UnsignedInt t); ///< Set the start time of the time-based anim
- void setEndTime( UnsignedInt t); ///< Set the end time of the time-based anim
- void setFinished(Bool finished); ///< Set if the animation has finished
- Bool isFinished( void ); ///< Return if the animation has finished or not.
- void setNeedsToFinish( Bool needsToFinish); ///< set if we need this animation to finish for the manager to return true
- Bool needsToFinish( void ); ///< set if the animation has finished
- private:
- UnsignedInt m_delay; ///< Holds the delay time in which the animation will start (in milliseconds)
- ICoord2D m_startPos; ///< Holds the starting position of the animation
- ///<(usuall is also the end position of the animation when the animation is reversed)
- ICoord2D m_endPos; ///< Holds the target End Position (usually is the same as the rest position)
- ICoord2D m_curPos; ///< It's Current Position
- ICoord2D m_restPos; ///< When the Manager Resets, It sets the window's position to this position
- GameWindow *m_win; ///< the window that this animation is happening on
- Coord2D m_vel; ///< the Velocity of the animation
- UnsignedInt m_startTime; ///< time we started the time-based anim
- UnsignedInt m_endTime; ///< time we should end the time-based anim
- AnimTypes m_animType; ///< The type of animation that will happen
- Bool m_needsToFinish; ///< Flag to tell the manager if we need to finish before it's done with it's animation
- Bool m_isFinished; ///< We're finished
- };
- //-----------------------------------------------------------------------------
- typedef std::list<AnimateWindow *> AnimateWindowList;
- //-----------------------------------------------------------------------------
- class AnimateWindowManager : public SubsystemInterface
- {
- public:
- AnimateWindowManager( void );
- ~AnimateWindowManager( void );
- // Inhertited from subsystem ====================================================================
- virtual void init( void );
- virtual void reset( void );
- virtual void update( void );
- //===============================================================================================
- void registerGameWindow(GameWindow *win, AnimTypes animType, Bool needsToFinish, UnsignedInt ms = 0, UnsignedInt delayMs = 0); // Registers a new window to animate.
- Bool isFinished( void ); ///< Are all the animations that need to be finished, finished?
- void reverseAnimateWindow( void ); ///< tell each animation type to setup the windows to run in reverse
- void resetToRestPosition( void ); ///< Reset all windows to their rest position
- Bool isReversed( void ); ///< Returns whether or not we're in our reversed state.
- Bool isEmpty( void );
- private:
- AnimateWindowList m_winList; ///< A list of AnimationWindows that we don't care if their finished animating
- AnimateWindowList m_winMustFinishList; ///< A list of AnimationWindows that we do care about
- Bool m_needsUpdate; ///< If we're done animating all our monitored windows, then this will be false
- Bool m_reverse; ///< Are we in a reverse state?
- ProcessAnimateWindowSlideFromRight *m_slideFromRight; ///< Holds the process in which the windows slide from the right
- ProcessAnimateWindowSlideFromRightFast *m_slideFromRightFast;
- ProcessAnimateWindowSlideFromTop *m_slideFromTop; ///< Holds the process in which the windows slide from the Top
- ProcessAnimateWindowSlideFromLeft *m_slideFromLeft; ///< Holds the process in which the windows slide from the Left
- ProcessAnimateWindowSlideFromBottom *m_slideFromBottom; ///< Holds the process in which the windows slide from the Bottom
- ProcessAnimateWindowSpiral *m_spiral; ///< Holds the process in which the windows Spiral onto the screen
- ProcessAnimateWindowSlideFromBottomTimed *m_slideFromBottomTimed; ///< Holds the process in which the windows slide from the Bottom in a time-based fashion
- ProcessAnimateWindowSlideFromTopFast *m_slideFromTopFast; ///< holds the process in wich the windows slide from the top,fast
- ProcessAnimateWindow *getProcessAnimate( AnimTypes animType); ///< returns the process for the kind of animation we need.
-
- };
- //-----------------------------------------------------------------------------
- // INLINING ///////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- inline ICoord2D AnimateWindow::getStartPos( void ) { return m_startPos; };
- inline ICoord2D AnimateWindow::getCurPos( void ) { return m_curPos; };
- inline ICoord2D AnimateWindow::getEndPos( void ) { return m_endPos; };
- inline ICoord2D AnimateWindow::getRestPos( void ) { return m_restPos; };
- inline GameWindow *AnimateWindow::getGameWindow( void ){ return m_win; };
- inline AnimTypes AnimateWindow::getAnimType( void ) { return m_animType; };
- inline UnsignedInt AnimateWindow::getDelay( void ) { return m_delay; };
- inline Coord2D AnimateWindow::getVel( void ) { return m_vel; };
- inline UnsignedInt AnimateWindow::getStartTime( void ) { return m_startTime; };
- inline UnsignedInt AnimateWindow::getEndTime( void ) { return m_endTime; };
- inline void AnimateWindow::setStartPos( ICoord2D startPos) { m_startPos = startPos; };
- inline void AnimateWindow::setCurPos( ICoord2D curPos) { m_curPos = curPos; };
- inline void AnimateWindow::setEndPos( ICoord2D endPos) { m_endPos = endPos; };
- inline void AnimateWindow::setRestPos( ICoord2D restPos) { m_restPos = restPos; };
- inline void AnimateWindow::setGameWindow( GameWindow *win) { m_win = win; };
- inline void AnimateWindow::setAnimType( AnimTypes animType) { m_animType = animType; };
- inline void AnimateWindow::setDelay( UnsignedInt delay) { m_delay = delay; };
- inline void AnimateWindow::setVel( Coord2D vel) { m_vel = vel; };
- inline void AnimateWindow::setStartTime( UnsignedInt t ) { m_startTime = t; }
- inline void AnimateWindow::setEndTime( UnsignedInt t ) { m_endTime = t; }
- inline void AnimateWindow::setFinished( Bool finished) { m_isFinished = finished; };
- inline Bool AnimateWindow::isFinished( void ) { return m_isFinished; };
- inline void AnimateWindow::setNeedsToFinish( Bool needsToFinish) { m_needsToFinish = needsToFinish; };
- inline Bool AnimateWindow::needsToFinish( void ) { return m_needsToFinish; };
-
- inline Bool AnimateWindowManager::isFinished( void ) { return !m_needsUpdate; };
- inline Bool AnimateWindowManager::isReversed( void ) { return m_reverse; };
- inline Bool AnimateWindowManager::isEmpty( void ){return (m_winList.size() == 0 && m_winMustFinishList.size() == 0); }
- //-----------------------------------------------------------------------------
- // EXTERNALS //////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #endif // __ANIMATEWINDOWMANAGER_H_
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