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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: GameWindowTransitions.cpp /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // created: Dec 2002
- //
- // Filename: GameWindowTransitions.cpp
- //
- // author: Chris Huybregts
- //
- // purpose:
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-----------------------------------------------------------------------------
- // USER INCLUDES //////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "Gamelogic/GameLogic.h"
- #include "GameClient/GameWindowTransitions.h"
- #include "GameClient/GameWindow.h"
- #include "GameClient/GameWindowManager.h"
- //-----------------------------------------------------------------------------
- // DEFINES ////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- GameWindowTransitionsHandler *TheTransitionHandler = NULL;
- const FieldParse GameWindowTransitionsHandler::m_gameWindowTransitionsFieldParseTable[] =
- {
- { "Window", GameWindowTransitionsHandler::parseWindow, NULL, NULL },
- { "FireOnce", INI::parseBool, NULL, offsetof( TransitionGroup, m_fireOnce) },
-
- { NULL, NULL, NULL, 0 } // keep this last
- };
- void INI::parseWindowTransitions( INI* ini )
- {
- AsciiString name;
- TransitionGroup *g;
- // read the name
- const char* c = ini->getNextToken();
- name.set( c );
- // find existing item if present
-
- DEBUG_ASSERTCRASH( TheTransitionHandler, ("parseWindowTransitions: TheTransitionHandler doesn't exist yet\n") );
- if( !TheTransitionHandler )
- return;
- // If we have a previously allocated control bar, this will return a cleared out pointer to it so we
- // can overwrite it
- g = TheTransitionHandler->getNewGroup( name );
- // sanity
- DEBUG_ASSERTCRASH( g, ("parseWindowTransitions: Unable to allocate group '%s'\n", name.str()) );
- // parse the ini definition
- ini->initFromINI( g, TheTransitionHandler->getFieldParse() );
- }
- //-----------------------------------------------------------------------------
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- Transition *getTransitionForStyle( Int style )
- {
- switch (style) {
- case TRANSITION_FLASH:
- return NEW FlashTransition;
- case BUTTON_TRANSITION_FLASH:
- return NEW ButtonFlashTransition;
- case WIN_FADE_TRANSITION:
- return NEW FadeTransition;
- case WIN_SCALE_UP_TRANSITION:
- return NEW ScaleUpTransition;
- case MAINMENU_SCALE_UP_TRANSITION:
- return NEW MainMenuScaleUpTransition;
- case TEXT_TYPE_TRANSITION:
- return NEW TextTypeTransition;
- case SCREEN_FADE_TRANSITION:
- return NEW ScreenFadeTransition;
- case COUNT_UP_TRANSITION:
- return NEW CountUpTransition;
- case FULL_FADE_TRANSITION:
- return NEW FullFadeTransition;
- case TEXT_ON_FRAME_TRANSITION:
- return NEW TextOnFrameTransition;
- case REVERSE_SOUND_TRANSITION:
- return NEW ReverseSoundTransition;
- case MAINMENU_MEDIUM_SCALE_UP_TRANSITION:
- return NEW MainMenuMediumScaleUpTransition;
- case MAINMENU_SMALL_SCALE_DOWN_TRANSITION:
- return NEW MainMenuSmallScaleDownTransition;
- case CONTROL_BAR_ARROW_TRANSITION:
- return NEW ControlBarArrowTransition;
- case SCORE_SCALE_UP_TRANSITION:
- return NEW ScoreScaleUpTransition;
- default:
- DEBUG_ASSERTCRASH(FALSE, ("getTransitionForStyle:: An invalid style was passed in. Style = %d", style));
- return NULL;
- }
- return NULL;
- }
- TransitionWindow::TransitionWindow( void )
- {
- m_currentFrameDelay = m_frameDelay = 0;
- m_style = 0;
- m_winID = NAMEKEY_INVALID;
- m_win = NULL;
- m_transition = NULL;
- }
- TransitionWindow::~TransitionWindow( void )
- {
- m_win = NULL;
- if(m_transition)
- delete m_transition;
- m_transition = NULL;
- }
- Bool TransitionWindow::init( void )
- {
- m_winID = TheNameKeyGenerator->nameToKey(m_winName);
- m_win = TheWindowManager->winGetWindowFromId(NULL, m_winID);
- m_currentFrameDelay = m_frameDelay;
- // DEBUG_ASSERTCRASH( m_win, ("TransitionWindow::init Failed to find window %s", m_winName.str()));
- // if( !m_win )
- // return FALSE;
-
- if(m_transition)
- delete m_transition;
- m_transition = getTransitionForStyle( m_style );
- m_transition->init(m_win);
- return TRUE;
- }
- void TransitionWindow::update( Int frame )
- {
- if(frame < m_currentFrameDelay || frame > (m_currentFrameDelay + m_transition->getFrameLength()))
- return;
-
- if(m_transition)
- m_transition->update( frame - m_currentFrameDelay);
- }
- Bool TransitionWindow::isFinished( void )
- {
- if(m_transition)
- return m_transition->isFinished();
- return TRUE;
- }
- void TransitionWindow::reverse( Int totalFrames )
- {
- //m_currentFrameDelay = totalFrames - (m_transition->getFrameLength() + m_frameDelay);
- if(m_transition)
- m_transition->reverse();
- }
- void TransitionWindow::skip( void )
- {
- if(m_transition)
- m_transition->skip();
- }
- void TransitionWindow::draw( void )
- {
- if(m_transition)
- m_transition->draw();
- }
- Int TransitionWindow::getTotalFrames( void )
- {
- if(m_transition)
- {
- return m_frameDelay + m_transition->getFrameLength();
- }
- return m_frameDelay;
- }
- //-----------------------------------------------------------------------------
- TransitionGroup::TransitionGroup( void )
- {
- m_currentFrame = 0;
- m_fireOnce = FALSE;
- }
- TransitionGroup::~TransitionGroup( void )
- {
- TransitionWindowList::iterator it = m_transitionWindowList.begin();
- while (it != m_transitionWindowList.end())
- {
- TransitionWindow *tWin = *it;
- delete tWin;
- tWin = NULL;
- it = m_transitionWindowList.erase(it);
- }
- }
- void TransitionGroup::init( void )
- {
- m_currentFrame = 0;
- m_directionMultiplier = 1;
- TransitionWindowList::iterator it = m_transitionWindowList.begin();
- while (it != m_transitionWindowList.end())
- {
- TransitionWindow *tWin = *it;
- tWin->init();
- it++;
- }
- }
- void TransitionGroup::update( void )
- {
- m_currentFrame += m_directionMultiplier; // we go forward or backwards depending.
- TransitionWindowList::iterator it = m_transitionWindowList.begin();
- while (it != m_transitionWindowList.end())
- {
- TransitionWindow *tWin = *it;
- tWin->update(m_currentFrame);
- it++;
- }
- }
- Bool TransitionGroup::isFinished( void )
- {
- TransitionWindowList::iterator it = m_transitionWindowList.begin();
- while (it != m_transitionWindowList.end())
- {
- TransitionWindow *tWin = *it;
- if(tWin->isFinished() == FALSE)
- return FALSE;
- it++;
- }
- return TRUE;
- }
- void TransitionGroup::reverse( void )
- {
- Int totalFrames =0;
- m_directionMultiplier = -1;
-
- TransitionWindowList::iterator it = m_transitionWindowList.begin();
- while (it != m_transitionWindowList.end())
- {
- TransitionWindow *tWin = *it;
- Int winFrames = tWin->getTotalFrames();
- if(winFrames > totalFrames)
- totalFrames = winFrames;
- it++;
- }
- it = m_transitionWindowList.begin();
- while (it != m_transitionWindowList.end())
- {
- TransitionWindow *tWin = *it;
- tWin->reverse(totalFrames);
- it++;
- }
- m_currentFrame = totalFrames;
- // m_currentFrame ++;
- }
- Bool TransitionGroup::isReversed( void )
- {
- if(m_directionMultiplier < 0)
- return TRUE;
- return FALSE;
- }
- void TransitionGroup::skip ( void )
- {
- TransitionWindowList::iterator it = m_transitionWindowList.begin();
- while (it != m_transitionWindowList.end())
- {
- TransitionWindow *tWin = *it;
- tWin->skip();
- it++;
- }
- }
- void TransitionGroup::draw ( void )
- {
- TransitionWindowList::iterator it = m_transitionWindowList.begin();
- while (it != m_transitionWindowList.end())
- {
- TransitionWindow *tWin = *it;
- tWin->draw();
- it++;
- }
- }
- void TransitionGroup::addWindow( TransitionWindow *transWin )
- {
- if(!transWin)
- return;
- m_transitionWindowList.push_back(transWin);
- }
- //-----------------------------------------------------------------------------
- GameWindowTransitionsHandler::GameWindowTransitionsHandler(void)
- {
- m_currentGroup = NULL;
- m_pendingGroup = NULL;
- m_drawGroup = NULL;
- m_secondaryDrawGroup = NULL;
- }
- GameWindowTransitionsHandler::~GameWindowTransitionsHandler( void )
- {
- m_currentGroup = NULL;
- m_pendingGroup = NULL;
- m_drawGroup = NULL;
- m_secondaryDrawGroup = NULL;
- TransitionGroupList::iterator it = m_transitionGroupList.begin();
- while( it != m_transitionGroupList.end() )
- {
- TransitionGroup *g = *it;
- delete g;
- it = m_transitionGroupList.erase(it);
- }
- }
- void GameWindowTransitionsHandler::init(void )
- {
- m_currentGroup = NULL;
- m_pendingGroup = NULL;
- m_drawGroup = NULL;
- m_secondaryDrawGroup = NULL;
- }
- void GameWindowTransitionsHandler::load(void )
- {
- INI ini;
- // Read from INI all the ControlBarSchemes
- ini.load( AsciiString( "Data\\INI\\WindowTransitions.ini" ), INI_LOAD_OVERWRITE, NULL );
- }
- void GameWindowTransitionsHandler::reset( void )
- {
- m_currentGroup = NULL;
- m_pendingGroup = NULL;
- m_drawGroup = NULL;
- m_secondaryDrawGroup = NULL;
- }
- void GameWindowTransitionsHandler::update( void )
- {
- if(m_drawGroup != m_currentGroup)
- m_secondaryDrawGroup = m_drawGroup;
- else
- m_secondaryDrawGroup = NULL;
- m_drawGroup = m_currentGroup;
- if(m_currentGroup && !m_currentGroup->isFinished())
- m_currentGroup->update();
- if(m_currentGroup && m_currentGroup->isFinished() && m_currentGroup->isFireOnce())
- {
- m_currentGroup = NULL;
- }
- if(m_currentGroup && m_pendingGroup && m_currentGroup->isFinished())
- {
- m_currentGroup = m_pendingGroup;
- m_pendingGroup = NULL;
- }
- if(!m_currentGroup && m_pendingGroup)
- {
- m_currentGroup = m_pendingGroup;
- m_pendingGroup = NULL;
- }
- if(m_currentGroup && m_currentGroup->isFinished() && m_currentGroup->isReversed())
- m_currentGroup = NULL;
- }
- void GameWindowTransitionsHandler::draw( void )
- {
- // if( TheGameLogic->getFrame() > 0 )//if( areTransitionsEnabled() ) //KRIS
- if(m_drawGroup)
- m_drawGroup->draw();
- if(m_secondaryDrawGroup)
- m_secondaryDrawGroup->draw();
- }
- void GameWindowTransitionsHandler::setGroup(AsciiString groupName, Bool immidiate )
- {
- if(groupName.isEmpty() && immidiate)
- m_currentGroup = NULL;
- if(immidiate && m_currentGroup)
- {
- m_currentGroup->skip();
- m_currentGroup = findGroup(groupName);
- if(m_currentGroup)
- m_currentGroup->init();
- return;
- }
-
- if(m_currentGroup)
- {
- if(!m_currentGroup->isFireOnce() && !m_currentGroup->isReversed())
- m_currentGroup->reverse();
- m_pendingGroup = findGroup(groupName);
- if(m_pendingGroup)
- m_pendingGroup->init();
- return;
- }
- m_currentGroup = findGroup(groupName);
- if(m_currentGroup)
- m_currentGroup->init();
-
-
- }
- void GameWindowTransitionsHandler::reverse( AsciiString groupName )
- {
- TransitionGroup *g = findGroup(groupName);
- if( m_currentGroup == g )
- {
- m_currentGroup->reverse();
- return;
- }
- if( m_pendingGroup == g)
- {
- m_pendingGroup = NULL;
- return;
- }
- if(m_currentGroup)
- m_currentGroup->skip();
- if(m_pendingGroup)
- m_pendingGroup->skip();
- m_currentGroup = g;
- m_currentGroup->init();
- m_currentGroup->skip();
- m_currentGroup->reverse();
- m_pendingGroup = NULL;
- }
- void GameWindowTransitionsHandler::remove( AsciiString groupName, Bool skipPending )
- {
- TransitionGroup *g = findGroup(groupName);
- if(m_pendingGroup == g)
- {
- if(skipPending)
- m_pendingGroup->skip();
- m_pendingGroup = NULL;
- }
- if(m_currentGroup == g)
- {
- m_currentGroup->skip();
- m_currentGroup = NULL;
- if(m_pendingGroup)
- m_currentGroup = m_pendingGroup;
- }
- }
- TransitionGroup *GameWindowTransitionsHandler::getNewGroup( AsciiString name )
- {
- if(name.isEmpty())
- return NULL;
- // test to see if we're trying to add an already exisitng group.
- if(findGroup(name))
- {
- DEBUG_ASSERTCRASH(FALSE, ("GameWindowTransitionsHandler::getNewGroup - We already have a group %s", name.str()));
- return NULL;
- }
- TransitionGroup *g = NEW TransitionGroup;
- g->setName(name);
- m_transitionGroupList.push_back(g);
- return g;
- }
- Bool GameWindowTransitionsHandler::isFinished( void )
- {
- if(m_currentGroup)
- return m_currentGroup->isFinished();
- return TRUE;
- }
- //-----------------------------------------------------------------------------
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- TransitionGroup *GameWindowTransitionsHandler::findGroup( AsciiString groupName )
- {
- if(groupName.isEmpty())
- return NULL;
- TransitionGroupList::iterator it = m_transitionGroupList.begin();
- while( it != m_transitionGroupList.end() )
- {
- TransitionGroup *g = *it;
- if(groupName.compareNoCase(g->getName()) == 0)
- return g;
- it++;
- }
- return NULL;
- }
- void GameWindowTransitionsHandler::parseWindow( INI* ini, void *instance, void *store, const void *userData )
- {
- static const FieldParse myFieldParse[] =
- {
- { "WinName", INI::parseAsciiString, NULL, offsetof( TransitionWindow, m_winName ) },
- { "Style", INI::parseLookupList, TransitionStyleNames, offsetof( TransitionWindow, m_style ) },
- { "FrameDelay", INI::parseInt, NULL, offsetof( TransitionWindow, m_frameDelay ) },
- { NULL, NULL, NULL, 0 } // keep this last
- };
- TransitionWindow *transWin = NEW TransitionWindow;
- ini->initFromINI(transWin, myFieldParse);
- ((TransitionGroup*)instance)->addWindow(transWin);
- }
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