132 lines
5.8 KiB
C++
132 lines
5.8 KiB
C++
/*
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** Command & Conquer Generals(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: DisplayString.h //////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Westwood Studios Pacific.
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//
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// Confidential Information
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// Copyright (C) 2001 - All Rights Reserved
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//
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//-----------------------------------------------------------------------------
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//
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// Project: RTS3
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//
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// File name: DisplayString.h
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//
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// Created: Colin Day, July 2001
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//
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// Desc: Contstuct for holding double byte game string data and being
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// able to draw that text to the screen.
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __DISPLAYSTRING_H_
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#define __DISPLAYSTRING_H_
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// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
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// USER INCLUDES //////////////////////////////////////////////////////////////
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#include "Lib/BaseType.h"
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#include "GameClient/GameFont.h"
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#include "GameClient/Color.h"
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#include "Common/AsciiString.h"
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#include "Common/UnicodeString.h"
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#include "Common/GameMemory.h"
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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class DisplayStringManager;
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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// DisplayString --------------------------------------------------------------
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/** String representation that can also has additional information and
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* methods for drawing to the screen */
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//-----------------------------------------------------------------------------
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class DisplayString : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE( DisplayString, "DisplayString" )
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public:
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friend DisplayStringManager;
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DisplayString( void );
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// virtual ~DisplayString( void ); // destructor defined by memory pool
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virtual void setText( UnicodeString text ); ///< set text for this string
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virtual UnicodeString getText( void ); ///< get text for this string
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virtual Int getTextLength( void ); ///< return number of chars in string
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virtual void notifyTextChanged( void ); ///< called when text has changed
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virtual void reset( void ); ///< reset all contents of string
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virtual void setFont( GameFont *font ); ///< set a font for display
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virtual GameFont *getFont( void ); ///< return font in string
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virtual void setWordWrap( Int wordWrap ) = 0; ///< Set the width that we want to start wrapping text
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virtual void setWordWrapCentered( Bool isCentered ) = 0; ///< If this is set to true, the text on a new line is centered
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virtual void draw( Int x, Int y, Color color, Color dropColor ) = 0; ///< render text
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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
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virtual void getSize( Int *width, Int *height ) = 0; ///< get render size
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virtual Int getWidth( Int charPos = -1 ) = 0; ///< get text with up to charPos characters, 1- = all characters
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virtual void setUseHotkey( Bool useHotkey, Color hotKeyColor ) = 0;
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virtual void setClipRegion( IRegion2D *region ); ///< clip text in this region
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virtual void removeLastChar( void ); ///< remove the last character
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virtual void appendChar( WideChar c ); ///< append character to end
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DisplayString *next( void ); ///< return next string
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protected:
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UnicodeString m_textString;
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GameFont *m_font; ///< font to display this string with
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DisplayString *m_next; ///< for the display string factory list ONLY
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DisplayString *m_prev; ///< for the display string factory list ONLY
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}; // end DisplayString
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///////////////////////////////////////////////////////////////////////////////
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// INLINING ///////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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inline UnicodeString DisplayString::getText( void ) { return m_textString; }
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inline Int DisplayString::getTextLength( void ) { return m_textString.getLength(); }
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inline void DisplayString::setFont( GameFont *font ) { m_font = font; }
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inline GameFont *DisplayString::getFont( void ) { return m_font; }
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inline void DisplayString::setClipRegion( IRegion2D *region ) {}
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inline void DisplayString::notifyTextChanged( void ) {}
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inline DisplayString *DisplayString::next( void ) { return m_next; }
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// EXTERNALS //////////////////////////////////////////////////////////////////
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#endif // __DISPLAYSTRING_H_
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