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- /*
- ** Command & Conquer Generals Zero Hour(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: CommandXlat.h ///////////////////////////////////////////////////////////
- // Author: Steven Johnson, Dec 2001
- #pragma once
- #ifndef _H_CommandXlat
- #define _H_CommandXlat
- #include "GameClient/InGameUI.h"
- enum GUICommandType;
- //-----------------------------------------------------------------------------
- class CommandTranslator : public GameMessageTranslator
- {
- public:
- CommandTranslator();
- ~CommandTranslator();
- enum CommandEvaluateType { DO_COMMAND, DO_HINT, EVALUATE_ONLY };
- GameMessage::Type evaluateForceAttack( Drawable *draw, const Coord3D *pos, CommandEvaluateType type );
- GameMessage::Type evaluateContextCommand( Drawable *draw, const Coord3D *pos, CommandEvaluateType type );
- private:
- Int m_objective;
- Bool m_teamExists; ///< is there a currently selected "team"?
- // these are for determining if a drag occurred or it wasjust a sloppy click
- ICoord2D m_mouseRightDragAnchor; // the location of a possible mouse drag start
- ICoord2D m_mouseRightDragLift; // the location of a possible mouse drag end
- UnsignedInt m_mouseRightDown; // when the mouse down happened
- UnsignedInt m_mouseRightUp; // when the mouse up happened
-
- GameMessage::Type createMoveToLocationMessage( Drawable *draw, const Coord3D *dest, CommandEvaluateType commandType );
- GameMessage::Type createAttackMessage( Drawable *draw, Drawable *other, CommandEvaluateType commandType );
- GameMessage::Type createEnterMessage( Drawable *enter, CommandEvaluateType commandType );
- GameMessage::Type issueMoveToLocationCommand( const Coord3D *pos, Drawable *drawableInWay, CommandEvaluateType commandType );
- GameMessage::Type issueAttackCommand( Drawable *target, CommandEvaluateType commandType, GUICommandType command = (GUICommandType)0 );
- GameMessage::Type issueSpecialPowerCommand( const CommandButton *command, CommandEvaluateType commandType, Drawable *target, const Coord3D *pos, Object* ignoreSelObj );
- GameMessage::Type issueFireWeaponCommand( const CommandButton *command, CommandEvaluateType commandType, Drawable *target, const Coord3D *pos );
- GameMessage::Type issueCombatDropCommand( const CommandButton *command, CommandEvaluateType commandType, Drawable *target, const Coord3D *pos );
- virtual GameMessageDisposition translateGameMessage(const GameMessage *msg);
- };
- enum FilterTypes
- {
- FT_NULL_FILTER=0,
- // The following are screen filter shaders, that modify the rendered viewport after it is drawn.
- FT_VIEW_BW_FILTER, //filter to apply a black & white filter to the screen.
- FT_VIEW_MOTION_BLUR_FILTER, //filter to apply motion blur filter to screen.
- FT_VIEW_CROSSFADE, ///<filter to apply a cross blend between previous/current views.
- FT_VIEW_DEFAULT, ///<default filter mode for default filter.
- FT_MAX
- };
- enum FilterModes
- {
- FM_NULL_MODE = 0,
- // These apply to FT_VIEW_BW_FILTER
- FM_VIEW_BW_BLACK_AND_WHITE, // BW Filter to black & white
- FM_VIEW_BW_RED_AND_WHITE, // BW Filter to red & white
- FM_VIEW_BW_GREEN_AND_WHITE, // BW Filter to green & white
- // These apply to FT_VIEW_CROSSFADE
- FM_VIEW_CROSSFADE_CIRCLE, // Fades from previous to current view using expanding circle.
- FM_VIEW_CROSSFADE_FB_MASK, // Fades from previous to current using mask stored in framebuffer alpha.
- // These apply to FT_VIEW_MOTION_BLUR_FILTER
- FM_VIEW_MB_IN_AND_OUT_ALPHA, // Motion blur filter in and out alpha blur
- FM_VIEW_MB_IN_AND_OUT_SATURATE, // Motion blur filter in and out saturated blur
- FM_VIEW_MB_IN_ALPHA, // Motion blur filter in alpha blur
- FM_VIEW_MB_OUT_ALPHA, // Motion blur filter out alpha blur
- FM_VIEW_MB_IN_SATURATE, // Motion blur filter in saturated blur
- FM_VIEW_MB_OUT_SATURATE, // Motion blur filter out saturated blur
- FM_VIEW_MB_END_PAN_ALPHA, // Moton blur on screen pan (for camera tracks object mode)
- FM_VIEW_DEFAULT, //Default filter that's enabled when all others are off.
-
- // NOTE: This has to be the last entry in this enum.
- // Add new entries before this one. jba.
- FM_VIEW_MB_PAN_ALPHA, // Moton blur on screen pan (for camera tracks object mode)
- };
- class PickAndPlayInfo
- {
- public:
- PickAndPlayInfo::PickAndPlayInfo(); //INITIALIZE THE CONSTRUCTOR IN CPP
- Bool m_air; //Are we attacking an airborned target?
- Drawable *m_drawTarget; //Do we have an override draw target?
- WeaponSlotType *m_weaponSlot; //Are we forcing a specific weapon slot? NULL if unspecified.
- SpecialPowerType m_specialPowerType; //Which special power are use using? SPECIAL_INVALID if unspecified.
- };
- extern void pickAndPlayUnitVoiceResponse( const DrawableList *list, GameMessage::Type msgType, PickAndPlayInfo *info = NULL );
- #endif
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