/* ** 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: GlobalLanguage.h ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // created: Aug 2002 // // Filename: GlobalLanguage.h // // author: Chris Huybregts // // purpose: With workingwith different languages, we need some options that // change. Essentially, this is the global data that's unique to languages // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __GLOBAL_LANGUAGE_H_ #define __GLOBAL_LANGUAGE_H_ //----------------------------------------------------------------------------- // SYSTEM INCLUDES //////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "Common/SubsystemInterface.h" #include "Common/STLTypedefs.h" #include "GameClient/FontDesc.h" //----------------------------------------------------------------------------- // USER INCLUDES ////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- class AsciiString; //----------------------------------------------------------------------------- // FORWARD REFERENCES ///////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // TYPE DEFINES /////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- class GlobalLanguage : public SubsystemInterface { public: GlobalLanguage(); virtual ~GlobalLanguage(); void init(); void reset(); void update() { } AsciiString m_unicodeFontName; AsciiString m_unicodeFontFileName; Bool m_useHardWrap; Int m_militaryCaptionSpeed; FontDesc m_copyrightFont; FontDesc m_messageFont; FontDesc m_militaryCaptionTitleFont; FontDesc m_militaryCaptionFont; FontDesc m_superweaponCountdownNormalFont; FontDesc m_superweaponCountdownReadyFont; FontDesc m_namedTimerCountdownNormalFont; FontDesc m_namedTimerCountdownReadyFont; FontDesc m_drawableCaptionFont; FontDesc m_defaultWindowFont; FontDesc m_defaultDisplayStringFont; FontDesc m_tooltipFontName; FontDesc m_nativeDebugDisplay; FontDesc m_drawGroupInfoFont; FontDesc m_creditsTitleFont; FontDesc m_creditsPositionFont; FontDesc m_creditsNormalFont; Real m_resolutionFontSizeAdjustment; //UnicodeString m_unicodeFontNameUStr; Int adjustFontSize(Int theFontSize); // Adjusts font size for resolution. jba. typedef std::list StringList; // Used for our font file names that we want to load typedef StringList::iterator StringListIt; StringList m_localFonts; // List of the font filenames that are in our local directory static void parseFontFileName( INI *ini, void *instance, void *store, const void* userData ); static void parseFontDesc(INI *ini, void *instance, void *store, const void* userData); }; //----------------------------------------------------------------------------- // INLINING /////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // EXTERNALS ////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- extern GlobalLanguage *TheGlobalLanguageData; #endif // __GLOBAL_LANGUAGE_H_