/* ** Command & Conquer Generals Zero Hour(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.h ////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Westwood Studios Pacific. // // Confidential Information // Copyright (C) 2001 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: DisplayString.h // // Created: Colin Day, July 2001 // // Desc: Contstuct for holding double byte game string data and being // able to draw that text to the screen. // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// #pragma once #ifndef __DISPLAYSTRING_H_ #define __DISPLAYSTRING_H_ // SYSTEM INCLUDES //////////////////////////////////////////////////////////// // USER INCLUDES ////////////////////////////////////////////////////////////// #include "Lib/BaseType.h" #include "GameClient/GameFont.h" #include "GameClient/Color.h" #include "Common/AsciiString.h" #include "Common/UnicodeString.h" #include "Common/GameMemory.h" // FORWARD REFERENCES ///////////////////////////////////////////////////////// class DisplayStringManager; // TYPE DEFINES /////////////////////////////////////////////////////////////// // DisplayString -------------------------------------------------------------- /** String representation that can also has additional information and * methods for drawing to the screen */ //----------------------------------------------------------------------------- class DisplayString : public MemoryPoolObject { MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DisplayString, "DisplayString" ) public: friend DisplayStringManager; DisplayString( void ); // virtual ~DisplayString( void ); // destructor defined by memory pool virtual void setText( UnicodeString text ); ///< set text for this string virtual UnicodeString getText( void ); ///< get text for this string virtual Int getTextLength( void ); ///< return number of chars in string virtual void notifyTextChanged( void ); ///< called when text has changed virtual void reset( void ); ///< reset all contents of string virtual void setFont( GameFont *font ); ///< set a font for display virtual GameFont *getFont( void ); ///< return font in string virtual void setWordWrap( Int wordWrap ) = 0; ///< Set the width that we want to start wrapping text virtual void setWordWrapCentered( Bool isCentered ) = 0; ///< If this is set to true, the text on a new line is centered virtual void draw( Int x, Int y, Color color, Color dropColor ) = 0; ///< render text virtual void draw( Int x, Int y, Color color, Color dropColor, Int xDrop, Int yDrop ) = 0; ///< render text with the drop shadow being at the offsets passed in virtual void getSize( Int *width, Int *height ) = 0; ///< get render size virtual Int getWidth( Int charPos = -1 ) = 0; ///< get text with up to charPos characters, 1- = all characters virtual void setUseHotkey( Bool useHotkey, Color hotKeyColor ) = 0; virtual void setClipRegion( IRegion2D *region ); ///< clip text in this region virtual void removeLastChar( void ); ///< remove the last character virtual void appendChar( WideChar c ); ///< append character to end DisplayString *next( void ); ///< return next string protected: UnicodeString m_textString; GameFont *m_font; ///< font to display this string with DisplayString *m_next; ///< for the display string factory list ONLY DisplayString *m_prev; ///< for the display string factory list ONLY }; // end DisplayString /////////////////////////////////////////////////////////////////////////////// // INLINING /////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// inline UnicodeString DisplayString::getText( void ) { return m_textString; } inline Int DisplayString::getTextLength( void ) { return m_textString.getLength(); } inline void DisplayString::setFont( GameFont *font ) { m_font = font; } inline GameFont *DisplayString::getFont( void ) { return m_font; } inline void DisplayString::setClipRegion( IRegion2D *region ) {} inline void DisplayString::notifyTextChanged( void ) {} inline DisplayString *DisplayString::next( void ) { return m_next; } // EXTERNALS ////////////////////////////////////////////////////////////////// #endif // __DISPLAYSTRING_H_