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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: DisplayString.h //////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: DisplayString.h
- //
- // Created: Colin Day, July 2001
- //
- // Desc: Contstuct for holding double byte game string data and being
- // able to draw that text to the screen.
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __DISPLAYSTRING_H_
- #define __DISPLAYSTRING_H_
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- // USER INCLUDES //////////////////////////////////////////////////////////////
- #include "Lib/BaseType.h"
- #include "GameClient/GameFont.h"
- #include "GameClient/Color.h"
- #include "Common/AsciiString.h"
- #include "Common/UnicodeString.h"
- #include "Common/GameMemory.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////
- class DisplayStringManager;
- // TYPE DEFINES ///////////////////////////////////////////////////////////////
- // DisplayString --------------------------------------------------------------
- /** String representation that can also has additional information and
- * methods for drawing to the screen */
- //-----------------------------------------------------------------------------
- class DisplayString : public MemoryPoolObject
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DisplayString, "DisplayString" )
- public:
- friend DisplayStringManager;
- DisplayString( void );
- // virtual ~DisplayString( void ); // destructor defined by memory pool
- virtual void setText( UnicodeString text ); ///< set text for this string
- virtual UnicodeString getText( void ); ///< get text for this string
- virtual Int getTextLength( void ); ///< return number of chars in string
- virtual void notifyTextChanged( void ); ///< called when text has changed
- virtual void reset( void ); ///< reset all contents of string
- virtual void setFont( GameFont *font ); ///< set a font for display
- virtual GameFont *getFont( void ); ///< return font in string
- virtual void setWordWrap( Int wordWrap ) = 0; ///< Set the width that we want to start wrapping text
- virtual void setWordWrapCentered( Bool isCentered ) = 0; ///< If this is set to true, the text on a new line is centered
- virtual void draw( Int x, Int y, Color color, Color dropColor ) = 0; ///< render text
- virtual void draw( Int x, Int y, Color color, Color dropColor, Int xDrop, Int yDrop ) = 0; ///< render text with the drop shadow being at the offsets passed in
- virtual void getSize( Int *width, Int *height ) = 0; ///< get render size
- virtual Int getWidth( Int charPos = -1 ) = 0; ///< get text with up to charPos characters, 1- = all characters
- virtual void setUseHotkey( Bool useHotkey, Color hotKeyColor ) = 0;
- virtual void setClipRegion( IRegion2D *region ); ///< clip text in this region
- virtual void removeLastChar( void ); ///< remove the last character
- virtual void appendChar( WideChar c ); ///< append character to end
- DisplayString *next( void ); ///< return next string
- protected:
- UnicodeString m_textString;
- GameFont *m_font; ///< font to display this string with
-
- DisplayString *m_next; ///< for the display string factory list ONLY
- DisplayString *m_prev; ///< for the display string factory list ONLY
- }; // end DisplayString
- ///////////////////////////////////////////////////////////////////////////////
- // INLINING ///////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- inline UnicodeString DisplayString::getText( void ) { return m_textString; }
- inline Int DisplayString::getTextLength( void ) { return m_textString.getLength(); }
- inline void DisplayString::setFont( GameFont *font ) { m_font = font; }
- inline GameFont *DisplayString::getFont( void ) { return m_font; }
- inline void DisplayString::setClipRegion( IRegion2D *region ) {}
- inline void DisplayString::notifyTextChanged( void ) {}
- inline DisplayString *DisplayString::next( void ) { return m_next; }
- // EXTERNALS //////////////////////////////////////////////////////////////////
- #endif // __DISPLAYSTRING_H_
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