| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291 |
- /*
- ** 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: ControlBarScheme.h /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // created: Apr 2002
- //
- // Filename: ControlBarScheme.h
- //
- // author: Chris Huybregts
- //
- // purpose:
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __CONTROL_BAR_SCHEME_H_
- #define __CONTROL_BAR_SCHEME_H_
- //-----------------------------------------------------------------------------
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // USER INCLUDES //////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "GameClient/Color.h"
- //-----------------------------------------------------------------------------
- // FORWARD REFERENCES /////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- class AsciiString;
- class playerTemplate;
- class Image;
- enum TimeOfDay;
- //-----------------------------------------------------------------------------
- // TYPE DEFINES ///////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #define MAX_CONTROL_BAR_SCHEME_IMAGE_LAYERS 6
- #define CONTROL_BAR_SCHEME_FOREGROUND_IMAGE_LAYERS 3
- // Class that holds the images the control bar will draw
- //-----------------------------------------------------------------------------
- class ControlBarSchemeImage
- {
- public:
- ControlBarSchemeImage( void );
- ~ControlBarSchemeImage( void );
- AsciiString m_name; ///< Name of the image
- ICoord2D m_position; ///< the position we'll draw it at
- ICoord2D m_size; ///< the size of the image needed when we draw it
- Image *m_image; ///< the actual pointer to the mapped image
- // m_layer is where the image will get drawn, everything in layer 0-2 gets drawn during the forground draw
- // the layers 3-5 gets drawn during the background draw
- Int m_layer; //layer means how deep the image will be drawn, it's a number between 0-5 with 0 being on top
- };
- // Class that will hold the information needed for the animations
- //-----------------------------------------------------------------------------
- class ControlBarSchemeAnimation
- {
- public:
- ControlBarSchemeAnimation( void );
- ~ControlBarSchemeAnimation( void );
- /// Enum that will contain all the kinds of animations we have... make sure in ControlBarScheme.cpp there's a
- /// mapping for it for the INI translation
- enum
- {
- CB_ANIM_SLIDE_RIGHT = 0,
- CB_ANIM_MAX
- };
- AsciiString m_name; ///< Current animation name
- Int m_animType; ///< Type of animation that this will follow
- ControlBarSchemeImage *m_animImage; ///< Pointer of the image that this animation will act on
- UnsignedInt m_animDuration; ///< Contians how long the animation should take based off game frames
- ICoord2D m_finalPos; ///< The final position when we hit the m_animDuration frame
- UnsignedInt getCurrentFrame(void) { return m_currentFrame; }
- void setCurrentFrame( UnsignedInt currentFrame ) { m_currentFrame = currentFrame; }
- ICoord2D getStartPos( void ) { return m_startPos; }
- void setStartPos(ICoord2D startPos) { m_startPos = startPos; }
- private:
- ICoord2D m_startPos; ///< set when we first begin an animation
- UnsignedInt m_currentFrame; ///< This is the last frame (a value between 0 and m_animDuration)
- };
- // Class that each scheme will have. Contains all information about that scheme
- //-----------------------------------------------------------------------------
- class ControlBarScheme
- {
- public:
- ControlBarScheme( void );
- ~ControlBarScheme( void );
-
- void init( void );
- void update( void );
- void drawForeground( Coord2D multi, ICoord2D offset ); ///< draw function to be called within a w3d draw procedure for the foreground
- void drawBackground( Coord2D multi, ICoord2D offset ); ///< draw function to be called within a w3d draw procedure for the background
- void reset( void );
- void addAnimation( ControlBarSchemeAnimation *schemeAnim );
- void addImage( ControlBarSchemeImage *schemeImage);
- void updateAnim (ControlBarSchemeAnimation * anim);
- AsciiString m_name; ///< it's name
- ICoord2D m_ScreenCreationRes; ///< Used to determine what screen res this will look the best on
- AsciiString m_side; ///< contain what faction type this command bar was made for (used when selecting command bar by template
- Image *m_buttonQueueImage; ///< We'll probably want each one to have it's own image.
- Image *m_rightHUDImage; ///< We'll probably want each one to have it's own right HUD image.
- Color m_buildUpClockColor; ///< we can setup the color for the buildup clock if we want
-
- Color m_borderBuildColor; ///< we can setup the color for the button border colors
- Color m_borderActionColor; ///< we can setup the color for the button border colors
- Color m_borderUpgradeColor; ///< we can setup the color for the button border colors
- Color m_borderSystemColor; ///< we can setup the color for the button border colors
- Color m_commandBarBorderColor;
- Image *m_optionsButtonEnable;
- Image *m_optionsButtonHightlited;
- Image *m_optionsButtonPushed;
- Image *m_optionsButtonDisabled;
- Image *m_idleWorkerButtonEnable;
- Image *m_idleWorkerButtonHightlited;
- Image *m_idleWorkerButtonPushed;
- Image *m_idleWorkerButtonDisabled;
- Image *m_buddyButtonEnable;
- Image *m_buddyButtonHightlited;
- Image *m_buddyButtonPushed;
- Image *m_buddyButtonDisabled;
- Image *m_beaconButtonEnable;
- Image *m_beaconButtonHightlited;
- Image *m_beaconButtonPushed;
- Image *m_beaconButtonDisabled;
- Image *m_genBarButtonIn;
- Image *m_genBarButtonOn;
- Image *m_toggleButtonUpIn;
- Image *m_toggleButtonUpOn;
- Image *m_toggleButtonUpPushed;
- Image *m_toggleButtonDownIn;
- Image *m_toggleButtonDownOn;
- Image *m_toggleButtonDownPushed;
- Image *m_generalButtonEnable;
- Image *m_generalButtonHightlited;
- Image *m_generalButtonPushed;
- Image *m_generalButtonDisabled;
- Image *m_uAttackButtonEnable;
- Image *m_uAttackButtonHightlited;
- Image *m_uAttackButtonPushed;
- Image *m_minMaxButtonEnable;
- Image *m_minMaxButtonHightlited;
- Image *m_minMaxButtonPushed;
- Image *m_genArrow;
- ICoord2D m_moneyUL;
- ICoord2D m_moneyLR;
- ICoord2D m_minMaxUL;
- ICoord2D m_minMaxLR;
- ICoord2D m_generalUL;
- ICoord2D m_generalLR;
- ICoord2D m_uAttackUL;
- ICoord2D m_uAttackLR;
- ICoord2D m_optionsUL;
- ICoord2D m_optionsLR;
- ICoord2D m_workerUL;
- ICoord2D m_workerLR;
- ICoord2D m_chatUL;
- ICoord2D m_chatLR;
- ICoord2D m_beaconUL;
- ICoord2D m_beaconLR;
- ICoord2D m_powerBarUL;
- ICoord2D m_powerBarLR;
- Image *m_expBarForeground;
- Image *m_commandMarkerImage;
- typedef std::list< ControlBarSchemeImage* > ControlBarSchemeImageList;
- ControlBarSchemeImageList m_layer[MAX_CONTROL_BAR_SCHEME_IMAGE_LAYERS];
- typedef std::list< ControlBarSchemeAnimation* > ControlBarSchemeAnimationList;
- ControlBarSchemeAnimationList m_animations;
- };
- class ControlBarSchemeManager
- {
- public:
- ControlBarSchemeManager( void );
- ~ControlBarSchemeManager( void );
- void init( void ); ///< Initialize from the INI files
- void update( void ); ///< move the animations if we have any
- void drawForeground( ICoord2D offset ); ///< draw function to be called within a w3d draw procedure for the foreground
- void drawBackground( ICoord2D offset ); ///< draw function to be called within a w3d draw procedure for the background
- void setControlBarSchemeByPlayer(Player *p); ///< Based off the playerTemplate, pick the right scheme for the control bar
- void setControlBarSchemeByPlayerTemplate( const PlayerTemplate *pt, Bool useSmall = FALSE);
- void setControlBarScheme(AsciiString schemeName); ///< SchemeName must be a valid INI entry
-
- // parse Functions for the INI file
- const FieldParse *getFieldParse() const { return m_controlBarSchemeFieldParseTable; } ///< returns the parsing fields
- static const FieldParse m_controlBarSchemeFieldParseTable[]; ///< the parse table
- static void parseImagePart( INI* ini, void *instance, void *store, const void *userData ); ///< Parse the image part of the INI file
- static void parseAnimatingPart( INI* ini, void *instance, void *store, const void *userData ); ///< Parse the animation part of the INI file
- static void parseAnimatingPartImage( INI* ini, void *instance, void *store, const void *userData ); ///< parse the image part of the animation part :)
-
- ControlBarScheme *findControlBarScheme( AsciiString name ); ///< attempt to find the control bar scheme by it's name
- ControlBarScheme *newControlBarScheme( AsciiString name ); ///< create a new control bar scheme and return it.
- void preloadAssets( TimeOfDay timeOfDay ); ///< preload the assets
- private:
- ControlBarScheme *m_currentScheme; ///< the current scheme that everythign uses
- Coord2D m_multiplyer;
-
- typedef std::list< ControlBarScheme* > ControlBarSchemeList; ///< list of control bar schemes
- ControlBarSchemeList m_schemeList;
- };
- //-----------------------------------------------------------------------------
- // INLINING ///////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // EXTERNALS //////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #endif // __CONTROL_BAR_SCHEME_H_
|