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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: ControlBarUnderConstruction.cpp //////////////////////////////////////////////////////////
- // Author: Colin Day, March 2002
- // Desc: Methods specific to the control bar under construction context
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/NameKeyGenerator.h"
- #include "Common/ThingTemplate.h"
- #include "GameLogic/Object.h"
- #include "GameLogic/Module/UpdateModule.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/GameText.h"
- #include "GameClient/ControlBar.h"
- #include "GameClient/GameWindow.h"
- #include "GameClient/GameWindowManager.h"
- #include "GameClient/GadgetStaticText.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ControlBar::updateConstructionTextDisplay( Object *obj )
- {
- UnicodeString text;
- static UnsignedInt descID = TheNameKeyGenerator->nameToKey( "ControlBar.wnd:UnderConstructionDesc" );
- GameWindow *descWindow = TheWindowManager->winGetWindowFromId( NULL, descID );
- // santiy
- DEBUG_ASSERTCRASH( descWindow, ("Under construction window not found\n") );
- // format the message
- text.format( TheGameText->fetch( "CONTROLBAR:UnderConstructionDesc" ),
- obj->getConstructionPercent() );
- GadgetStaticTextSetText( descWindow, text );
- // record this as the last percentage displayed
- m_displayedConstructPercent = obj->getConstructionPercent();
- } // end updateConstructionTextDisplay
- //-------------------------------------------------------------------------------------------------
- /** Populate the interface for an under construction context. */
- //-------------------------------------------------------------------------------------------------
- void ControlBar::populateUnderConstruction( Object *objectUnderConstruction )
- {
- // sanity
- if( objectUnderConstruction == NULL )
- return;
- // get our parent window
- GameWindow *parent = m_contextParent[ CP_UNDER_CONSTRUCTION ];
- // set the cancel construction button
- /// @todo srj -- remove hard-coding here, please
- const CommandButton *commandButton = findCommandButton( "Command_CancelConstruction" );
- NameKeyType id;
- id = TheNameKeyGenerator->nameToKey( "ControlBar.wnd:ButtonCancelConstruction" );
- GameWindow *win = TheWindowManager->winGetWindowFromId( parent, id );
- setControlCommand( win, commandButton );
- win->winSetStatus( WIN_STATUS_USE_OVERLAY_STATES );
-
- // set the text description of what is building
- updateConstructionTextDisplay( objectUnderConstruction );
- // set the portrait for the thing being constructed
- setPortraitByObject( objectUnderConstruction );
- // and show the rally point, if it should have one,
- ExitInterface *exit = objectUnderConstruction->getObjectExitInterface();
- if( exit )
- showRallyPoint( exit->getRallyPoint() );
- } // end populateUnderConstruction
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ControlBar::updateContextUnderConstruction( void )
- {
- Object *obj = m_currentSelectedDrawable->getObject();
- // if the object is no longer under construction switch to a new appropriate context
- if( !obj->getStatusBits().test( OBJECT_STATUS_UNDER_CONSTRUCTION ) )
- {
- evaluateContextUI();
- return;
- } // end if
- // if the construction percent has changed since what was last shown to the user update the text
- if( m_displayedConstructPercent != obj->getConstructionPercent() )
- updateConstructionTextDisplay( obj );
- } // end updatecontextUnderConstruction
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