/* ** 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: DisplayString.cpp //////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Westwood Studios Pacific. // // Confidential Information // Copyright (C) 2001 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: DisplayString.cpp // // Created: Colin Day, July 2001 // // Desc: Contstuct for holding double byte game string data and being // able to draw that text to the screen. // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// // SYSTEM INCLUDES //////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine // USER INCLUDES ////////////////////////////////////////////////////////////// #include "Common/Debug.h" #include "Common/Language.h" #include "GameClient/DisplayString.h" // DEFINES //////////////////////////////////////////////////////////////////// // PRIVATE TYPES ////////////////////////////////////////////////////////////// // PRIVATE DATA /////////////////////////////////////////////////////////////// // PUBLIC DATA //////////////////////////////////////////////////////////////// // PRIVATE PROTOTYPES ///////////////////////////////////////////////////////// // PRIVATE FUNCTIONS ////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // DisplayString::DisplayString =============================================== /** */ //============================================================================= DisplayString::DisplayString( void ) { // m_textString = ""; // not necessary, done by default m_font = NULL; m_next = NULL; m_prev = NULL; } // end DisplayString // DisplayString::~DisplayString ============================================== /** */ //============================================================================= DisplayString::~DisplayString( void ) { // free any data reset(); } // end ~DisplayString // DisplayString::setText ===================================================== /** Copy the text to this instance */ //============================================================================= void DisplayString::setText( UnicodeString text ) { if (text == m_textString) return; m_textString = text; // our text has now changed notifyTextChanged(); } // end setText // DisplayString::reset ======================================================= /** Free and reset all the data for this string, effectively making this * instance like brand new */ //============================================================================= void DisplayString::reset( void ) { m_textString.clear(); // no font m_font = NULL; } // end reset // DisplayString::removeLastChar ============================================== /** Remove the last character from the string text */ //============================================================================= void DisplayString::removeLastChar( void ) { m_textString.removeLastChar(); // our text has now changed notifyTextChanged(); } // end removeLastChar // DisplayString::appendChar ================================================== /** Append character to the end of the string */ //============================================================================= void DisplayString::appendChar( WideChar c ) { m_textString.concat(c); // text has now changed notifyTextChanged(); } // end appendchar