/* ** 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 . */ //////////////////////////////////////////////////////////////////////////////// // // // (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, ///