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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: ProcessAnimateWindow.h /////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Electronic Arts Pacific.
//
// Confidential Information
// Copyright (C) 2002 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// created: Mar 2002
//
// Filename: ProcessAnimateWindow.h
//
// author: Chris Huybregts
//
// purpose: If a new animation is wanted to be added for the windows, All you
// have to do is create a new class derived from ProcessAnimateWindow.
// Then setup each of the virtual classes to process an AnimateWindow
// class. The Update adn reverse functions get called every frame
// by the shell and will continue to process the AdminWin until the
// isFinished flag on the adminWin is set to true.
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __PROCESSANIMATEWINDOW_H_
#define __PROCESSANIMATEWINDOW_H_
//-----------------------------------------------------------------------------
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// USER INCLUDES //////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#include "Lib/BaseType.h"
//-----------------------------------------------------------------------------
// FORWARD REFERENCES /////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
class AnimateWindow;
class GameWindow;
//-----------------------------------------------------------------------------
// TYPE DEFINES ///////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
class ProcessAnimateWindow
{
public:
ProcessAnimateWindow( void ){};
virtual ~ProcessAnimateWindow( void ){};
virtual void initAnimateWindow( AnimateWindow *animWin ) = 0;
virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 ) = 0;
virtual Bool updateAnimateWindow( AnimateWindow *animWin ) = 0;
virtual Bool reverseAnimateWindow( AnimateWindow *animWin ) = 0;
virtual void setMaxDuration(UnsignedInt maxDuration) { }
};
//-----------------------------------------------------------------------------
class ProcessAnimateWindowSlideFromRight : public ProcessAnimateWindow
{
public:
ProcessAnimateWindowSlideFromRight( void );
virtual ~ProcessAnimateWindowSlideFromRight( void );
virtual void initAnimateWindow( AnimateWindow *animWin );
virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
virtual Bool updateAnimateWindow( AnimateWindow *animWin );
virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
private:
Coord2D m_maxVel; // top speed windows travel in x and y
Int m_slowDownThreshold; // when widnows get this close to their resting
// positions they start to slow down
Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
Real m_speedUpRatio; // how fast the windows speed up
};
//-----------------------------------------------------------------------------
class ProcessAnimateWindowSlideFromLeft : public ProcessAnimateWindow
{
public:
ProcessAnimateWindowSlideFromLeft( void );
virtual ~ProcessAnimateWindowSlideFromLeft( void );
virtual void initAnimateWindow( AnimateWindow *animWin );
virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
virtual Bool updateAnimateWindow( AnimateWindow *animWin );
virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
private:
Coord2D m_maxVel; // top speed windows travel in x and y
Int m_slowDownThreshold; // when widnows get this close to their resting
// positions they start to slow down
Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
Real m_speedUpRatio; // how fast the windows speed up
};
//-----------------------------------------------------------------------------
class ProcessAnimateWindowSlideFromTop : public ProcessAnimateWindow
{
public:
ProcessAnimateWindowSlideFromTop( void );
virtual ~ProcessAnimateWindowSlideFromTop( void );
virtual void initAnimateWindow( AnimateWindow *animWin );
virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
virtual Bool updateAnimateWindow( AnimateWindow *animWin );
virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
private:
Coord2D m_maxVel; // top speed windows travel in x and y
Int m_slowDownThreshold; // when widnows get this close to their resting
// positions they start to slow down
Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
Real m_speedUpRatio; // how fast the windows speed up
};
//-----------------------------------------------------------------------------
class ProcessAnimateWindowSlideFromTopFast : public ProcessAnimateWindow
{
public:
ProcessAnimateWindowSlideFromTopFast( void );
virtual ~ProcessAnimateWindowSlideFromTopFast( void );
virtual void initAnimateWindow( AnimateWindow *animWin );
virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
virtual Bool updateAnimateWindow( AnimateWindow *animWin );
virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
private:
Coord2D m_maxVel; // top speed windows travel in x and y
Int m_slowDownThreshold; // when widnows get this close to their resting
// positions they start to slow down
Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
Real m_speedUpRatio; // how fast the windows speed up
};
//-----------------------------------------------------------------------------
class ProcessAnimateWindowSlideFromBottom : public ProcessAnimateWindow
{
public:
ProcessAnimateWindowSlideFromBottom( void );
virtual ~ProcessAnimateWindowSlideFromBottom( void );
virtual void initAnimateWindow( AnimateWindow *animWin );
virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
virtual Bool updateAnimateWindow( AnimateWindow *animWin );
virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
private:
Coord2D m_maxVel; // top speed windows travel in x and y
Int m_slowDownThreshold; // when widnows get this close to their resting
// positions they start to slow down
Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
Real m_speedUpRatio; // how fast the windows speed up
};
//-----------------------------------------------------------------------------
class ProcessAnimateWindowSpiral : public ProcessAnimateWindow
{
public:
ProcessAnimateWindowSpiral( void );
virtual ~ProcessAnimateWindowSpiral( void );
virtual void initAnimateWindow( AnimateWindow *animWin );
virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
virtual Bool updateAnimateWindow( AnimateWindow *animWin );
virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
private:
Real m_deltaTheta;
Int m_maxR;
};
//-----------------------------------------------------------------------------
class ProcessAnimateWindowSlideFromBottomTimed : public ProcessAnimateWindow
{
public:
ProcessAnimateWindowSlideFromBottomTimed( void );
virtual ~ProcessAnimateWindowSlideFromBottomTimed( void );
virtual void initAnimateWindow( AnimateWindow *animWin );
virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
virtual Bool updateAnimateWindow( AnimateWindow *animWin );
virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
virtual void setMaxDuration(UnsignedInt maxDuration) { m_maxDuration = maxDuration; }
private:
UnsignedInt m_maxDuration;
};
class ProcessAnimateWindowSlideFromRightFast : public ProcessAnimateWindow
{
public:
ProcessAnimateWindowSlideFromRightFast( void );
virtual ~ProcessAnimateWindowSlideFromRightFast( void );
virtual void initAnimateWindow( AnimateWindow *animWin );
virtual void initReverseAnimateWindow( AnimateWindow *animWin, UnsignedInt maxDelay = 0 );
virtual Bool updateAnimateWindow( AnimateWindow *animWin );
virtual Bool reverseAnimateWindow( AnimateWindow *animWin );
private:
Coord2D m_maxVel; // top speed windows travel in x and y
Int m_slowDownThreshold; // when widnows get this close to their resting
// positions they start to slow down
Real m_slowDownRatio; // how fast the windows slow down (smaller slows quicker)
Real m_speedUpRatio; // how fast the windows speed up
};
//-----------------------------------------------------------------------------
// INLINING ///////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// EXTERNALS //////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#endif // __PROCESSANIMATEWINDOW_H_