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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: W3DDisplayString.h ///////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: W3DDisplayString.h
- //
- // Created: Colin Day, July 2001
- //
- // Desc: Display string W3D implementation, display strings hold
- // double byte characters and all the data we need to render
- // those strings to the screen.
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef __W3DDISPLAYSTRING_H_
- #define __W3DDISPLAYSTRING_H_
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- // USER INCLUDES //////////////////////////////////////////////////////////////
- #include "Common/GameMemory.h"
- #include "GameClient/DisplayString.h"
- #include "WW3D2/Render2DSentence.h"
- // FORWARD REFERENCES /////////////////////////////////////////////////////////
- class W3DDisplayStringManager;
- // TYPE DEFINES ///////////////////////////////////////////////////////////////
- // W3DDisplayString -----------------------------------------------------------
- /** */
- //-----------------------------------------------------------------------------
- class W3DDisplayString : public DisplayString
- {
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( W3DDisplayString, "W3DDisplayString" )
- public:
- friend W3DDisplayStringManager;
- W3DDisplayString( void );
- // ~W3DDisplayString( void ); // destructor defined by memory pool
- void notifyTextChanged( void ); ///< called when text contents change
- void draw( Int x, Int y, Color color, Color dropColor ); ///< render text
- void draw( Int x, Int y, Color color, Color dropColor, Int xDrop, Int yDrop ); ///< render text with the drop shadow being at the offsets passed in
- void getSize( Int *width, Int *height ); ///< get render size
- Int getWidth( Int charPos = -1);
- void setWordWrap( Int wordWrap ); ///< set the word wrap width
- void setWordWrapCentered( Bool isCentered ); ///< If this is set to true, the text on a new line is centered
- void setFont( GameFont *font ); ///< set a font for display
- void setUseHotkey( Bool useHotkey, Color hotKeyColor = 0xffffffff );
- void setClipRegion( IRegion2D *region ); ///< clip text in this region
- protected:
- void checkForChangedTextData( void ); /**< called when we need to update our
- render sentence and update extents */
- void usingResources( UnsignedInt frame ); /**< call this whenever display
- resources are in use */
- void computeExtents( void ); ///< compupte text width and height
- Render2DSentenceClass m_textRenderer; ///< for drawing text
- Render2DSentenceClass m_textRendererHotKey; ///< for drawing text
- Bool m_textChanged; ///< when contents of string change this is TRUE
- Bool m_fontChanged; ///< when font has chagned this is TRUE
- UnicodeString m_hotkey; ///< holds the current hotkey marker.
- Bool m_useHotKey;
- ICoord2D m_hotKeyPos;
- Color m_hotKeyColor;
- ICoord2D m_textPos; ///< current text pos set in text renderer
- Color m_currTextColor, ///< current color used in text renderer
- m_currDropColor; ///< current color used for shadow in text
- ICoord2D m_size; ///< (width,height) size of rendered text
- IRegion2D m_clipRegion; ///< the clipping region for text
- UnsignedInt m_lastResourceFrame; ///< last frame resources were used on
- };
- ///////////////////////////////////////////////////////////////////////////////
- // INLINING ///////////////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- inline void W3DDisplayString::usingResources( UnsignedInt frame ) { m_lastResourceFrame = frame; }
- // EXTERNALS //////////////////////////////////////////////////////////////////
- #endif // __W3DDISPLAYSTRING_H_
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