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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: AnimateWindowManager.h /////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Electronic Arts Pacific.
//
// Confidential Information
// Copyright (C) 2002 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// created: Mar 2002
//
// Filename: AnimateWindowManager.h
//
// author: Chris Huybregts
//
// purpose: The Animate Window class will be used by registering a window with
// the manager with stating what kind of animation to do. Then on every
// update, we'll move the windows.
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __ANIMATEWINDOWMANAGER_H_
#define __ANIMATEWINDOWMANAGER_H_
//-----------------------------------------------------------------------------
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// USER INCLUDES //////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#include "Lib/BaseType.h"
#include "Common/SubsystemInterface.h"
#include "Common/GameMemory.h"
//-----------------------------------------------------------------------------
// FORWARD REFERENCES /////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
class GameWindow;
class ProcessAnimateWindowSlideFromBottom;
class ProcessAnimateWindowSlideFromBottomTimed;
class ProcessAnimateWindowSlideFromTop;
class ProcessAnimateWindowSlideFromLeft;
class ProcessAnimateWindowSlideFromRight;
class ProcessAnimateWindowSlideFromRightFast;
class ProcessAnimateWindowSpiral;
class ProcessAnimateWindowSlideFromTopFast;
class ProcessAnimateWindowSideSelect;
class ProcessAnimateWindow;
//-----------------------------------------------------------------------------
// TYPE DEFINES ///////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
enum AnimTypes
{
WIN_ANIMATION_NONE = 0,
WIN_ANIMATION_SLIDE_RIGHT,
WIN_ANIMATION_SLIDE_RIGHT_FAST,
WIN_ANIMATION_SLIDE_LEFT,
WIN_ANIMATION_SLIDE_TOP,
WIN_ANIMATION_SLIDE_BOTTOM,
WIN_ANIMATION_SPIRAL,
WIN_ANIMATION_SLIDE_BOTTOM_TIMED,
WIN_ANIMATION_SLIDE_TOP_FAST,
WIN_ANIMATION_COUNT
} ;
//-----------------------------------------------------------------------------
class AnimateWindow : public MemoryPoolObject
{
MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AnimateWindow, "AnimateWindow")
public:
AnimateWindow( void );
//~AnimateWindow( void );
void setAnimData( ICoord2D startPos, ICoord2D endPos, ICoord2D curPos, ICoord2D restPos, Coord2D vel, UnsignedInt startTime, UnsignedInt endTime);
ICoord2D getStartPos( void ); ///< Get the Start Position 2D coord
ICoord2D getCurPos( void ); ///< Get the Current Position 2D coord
ICoord2D getEndPos( void ); ///< Get the End Position 2D coord
ICoord2D getRestPos( void ); ///< Get the Rest Position 2D coord
GameWindow *getGameWindow( void ); ///< Get the GameWindow that will be animating
AnimTypes getAnimType( void ); ///< Get the Animation type
UnsignedInt getDelay( void ); ///< Get the Time Delay
Coord2D getVel( void ); ///< Get the Velocity Position 2D coord
UnsignedInt getStartTime( void ); ///< Get the start time of the time-based anim
UnsignedInt getEndTime( void ); ///< Get the end time of the time-based anim
void setStartPos( ICoord2D starPos); ///< Set the Start Position 2D coord
void setCurPos( ICoord2D curPos); ///< Set the Current Position 2D coord
void setEndPos( ICoord2D endPos); ///< Set the End Position 2D coord
void setRestPos( ICoord2D restPos); ///< Set the Rest Position 2D coord
void setGameWindow( GameWindow *win); ///< Set the GameWindow that will be animating
void setAnimType( AnimTypes animType); ///< Set the Animation type
void setDelay( UnsignedInt delay); ///< Set the Time Delay
void setVel( Coord2D vel); ///< Set the Velocity Position 2D coord
void setStartTime( UnsignedInt t); ///< Set the start time of the time-based anim
void setEndTime( UnsignedInt t); ///< Set the end time of the time-based anim
void setFinished(Bool finished); ///< Set if the animation has finished
Bool isFinished( void ); ///< Return if the animation has finished or not.
void setNeedsToFinish( Bool needsToFinish); ///< set if we need this animation to finish for the manager to return true
Bool needsToFinish( void ); ///< set if the animation has finished
private:
UnsignedInt m_delay; ///< Holds the delay time in which the animation will start (in milliseconds)
ICoord2D m_startPos; ///< Holds the starting position of the animation
///<(usuall is also the end position of the animation when the animation is reversed)
ICoord2D m_endPos; ///< Holds the target End Position (usually is the same as the rest position)
ICoord2D m_curPos; ///< It's Current Position
ICoord2D m_restPos; ///< When the Manager Resets, It sets the window's position to this position
GameWindow *m_win; ///< the window that this animation is happening on
Coord2D m_vel; ///< the Velocity of the animation
UnsignedInt m_startTime; ///< time we started the time-based anim
UnsignedInt m_endTime; ///< time we should end the time-based anim
AnimTypes m_animType; ///< The type of animation that will happen
Bool m_needsToFinish; ///< Flag to tell the manager if we need to finish before it's done with it's animation
Bool m_isFinished; ///< We're finished
};
//-----------------------------------------------------------------------------
typedef std::list<AnimateWindow *> AnimateWindowList;
//-----------------------------------------------------------------------------
class AnimateWindowManager : public SubsystemInterface
{
public:
AnimateWindowManager( void );
~AnimateWindowManager( void );
// Inhertited from subsystem ====================================================================
virtual void init( void );
virtual void reset( void );
virtual void update( void );
//===============================================================================================
void registerGameWindow(GameWindow *win, AnimTypes animType, Bool needsToFinish, UnsignedInt ms = 0, UnsignedInt delayMs = 0); // Registers a new window to animate.
Bool isFinished( void ); ///< Are all the animations that need to be finished, finished?
void reverseAnimateWindow( void ); ///< tell each animation type to setup the windows to run in reverse
void resetToRestPosition( void ); ///< Reset all windows to their rest position
Bool isReversed( void ); ///< Returns whether or not we're in our reversed state.
Bool isEmpty( void );
private:
AnimateWindowList m_winList; ///< A list of AnimationWindows that we don't care if their finished animating
AnimateWindowList m_winMustFinishList; ///< A list of AnimationWindows that we do care about
Bool m_needsUpdate; ///< If we're done animating all our monitored windows, then this will be false
Bool m_reverse; ///< Are we in a reverse state?
ProcessAnimateWindowSlideFromRight *m_slideFromRight; ///< Holds the process in which the windows slide from the right
ProcessAnimateWindowSlideFromRightFast *m_slideFromRightFast;
ProcessAnimateWindowSlideFromTop *m_slideFromTop; ///< Holds the process in which the windows slide from the Top
ProcessAnimateWindowSlideFromLeft *m_slideFromLeft; ///< Holds the process in which the windows slide from the Left
ProcessAnimateWindowSlideFromBottom *m_slideFromBottom; ///< Holds the process in which the windows slide from the Bottom
ProcessAnimateWindowSpiral *m_spiral; ///< Holds the process in which the windows Spiral onto the screen
ProcessAnimateWindowSlideFromBottomTimed *m_slideFromBottomTimed; ///< Holds the process in which the windows slide from the Bottom in a time-based fashion
ProcessAnimateWindowSlideFromTopFast *m_slideFromTopFast; ///< holds the process in wich the windows slide from the top,fast
ProcessAnimateWindow *getProcessAnimate( AnimTypes animType); ///< returns the process for the kind of animation we need.
};
//-----------------------------------------------------------------------------
// INLINING ///////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
inline ICoord2D AnimateWindow::getStartPos( void ) { return m_startPos; };
inline ICoord2D AnimateWindow::getCurPos( void ) { return m_curPos; };
inline ICoord2D AnimateWindow::getEndPos( void ) { return m_endPos; };
inline ICoord2D AnimateWindow::getRestPos( void ) { return m_restPos; };
inline GameWindow *AnimateWindow::getGameWindow( void ){ return m_win; };
inline AnimTypes AnimateWindow::getAnimType( void ) { return m_animType; };
inline UnsignedInt AnimateWindow::getDelay( void ) { return m_delay; };
inline Coord2D AnimateWindow::getVel( void ) { return m_vel; };
inline UnsignedInt AnimateWindow::getStartTime( void ) { return m_startTime; };
inline UnsignedInt AnimateWindow::getEndTime( void ) { return m_endTime; };
inline void AnimateWindow::setStartPos( ICoord2D startPos) { m_startPos = startPos; };
inline void AnimateWindow::setCurPos( ICoord2D curPos) { m_curPos = curPos; };
inline void AnimateWindow::setEndPos( ICoord2D endPos) { m_endPos = endPos; };
inline void AnimateWindow::setRestPos( ICoord2D restPos) { m_restPos = restPos; };
inline void AnimateWindow::setGameWindow( GameWindow *win) { m_win = win; };
inline void AnimateWindow::setAnimType( AnimTypes animType) { m_animType = animType; };
inline void AnimateWindow::setDelay( UnsignedInt delay) { m_delay = delay; };
inline void AnimateWindow::setVel( Coord2D vel) { m_vel = vel; };
inline void AnimateWindow::setStartTime( UnsignedInt t ) { m_startTime = t; }
inline void AnimateWindow::setEndTime( UnsignedInt t ) { m_endTime = t; }
inline void AnimateWindow::setFinished( Bool finished) { m_isFinished = finished; };
inline Bool AnimateWindow::isFinished( void ) { return m_isFinished; };
inline void AnimateWindow::setNeedsToFinish( Bool needsToFinish) { m_needsToFinish = needsToFinish; };
inline Bool AnimateWindow::needsToFinish( void ) { return m_needsToFinish; };
inline Bool AnimateWindowManager::isFinished( void ) { return !m_needsUpdate; };
inline Bool AnimateWindowManager::isReversed( void ) { return m_reverse; };
inline Bool AnimateWindowManager::isEmpty( void ){return (m_winList.size() == 0 && m_winMustFinishList.size() == 0); }
//-----------------------------------------------------------------------------
// EXTERNALS //////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#endif // __ANIMATEWINDOWMANAGER_H_