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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: DisplayString.cpp ////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Westwood Studios Pacific.
- //
- // Confidential Information
- // Copyright (C) 2001 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: DisplayString.cpp
- //
- // Created: Colin Day, July 2001
- //
- // Desc: Contstuct for holding double byte game string data and being
- // able to draw that text to the screen.
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- // USER INCLUDES //////////////////////////////////////////////////////////////
- #include "Common/Debug.h"
- #include "Common/Language.h"
- #include "GameClient/DisplayString.h"
- // DEFINES ////////////////////////////////////////////////////////////////////
- // PRIVATE TYPES //////////////////////////////////////////////////////////////
- // PRIVATE DATA ///////////////////////////////////////////////////////////////
- // PUBLIC DATA ////////////////////////////////////////////////////////////////
- // PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- ///////////////////////////////////////////////////////////////////////////////
- // DisplayString::DisplayString ===============================================
- /** */
- //=============================================================================
- DisplayString::DisplayString( void )
- {
- // m_textString = ""; // not necessary, done by default
- m_font = NULL;
- m_next = NULL;
- m_prev = NULL;
- } // end DisplayString
- // DisplayString::~DisplayString ==============================================
- /** */
- //=============================================================================
- DisplayString::~DisplayString( void )
- {
- // free any data
- reset();
- } // end ~DisplayString
- // DisplayString::setText =====================================================
- /** Copy the text to this instance */
- //=============================================================================
- void DisplayString::setText( UnicodeString text )
- {
- if (text == m_textString)
- return;
- m_textString = text;
- // our text has now changed
- notifyTextChanged();
- } // end setText
- // DisplayString::reset =======================================================
- /** Free and reset all the data for this string, effectively making this
- * instance like brand new */
- //=============================================================================
- void DisplayString::reset( void )
- {
- m_textString.clear();
- // no font
- m_font = NULL;
- } // end reset
- // DisplayString::removeLastChar ==============================================
- /** Remove the last character from the string text */
- //=============================================================================
- void DisplayString::removeLastChar( void )
- {
- m_textString.removeLastChar();
- // our text has now changed
- notifyTextChanged();
- } // end removeLastChar
- // DisplayString::appendChar ==================================================
- /** Append character to the end of the string */
- //=============================================================================
- void DisplayString::appendChar( WideChar c )
- {
- m_textString.concat(c);
- // text has now changed
- notifyTextChanged();
- } // end appendchar
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