167 lines
5.7 KiB
C++
167 lines
5.7 KiB
C++
/*
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** Command & Conquer Generals Zero Hour(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: Credits.h /////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//
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// Electronic Arts Pacific.
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//
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// Confidential Information
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// Copyright (C) 2002 - All Rights Reserved
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//
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//-----------------------------------------------------------------------------
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//
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// created: Dec 2002
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//
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// Filename: Credits.h
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//
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// author: Chris Huybregts
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//
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// purpose: header file for the credits
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __CREDITS_H_
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#define __CREDITS_H_
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//-----------------------------------------------------------------------------
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// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// USER INCLUDES //////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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#include "GameClient/FontDesc.h"
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//-----------------------------------------------------------------------------
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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class DisplayString;
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//-----------------------------------------------------------------------------
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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enum
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{
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CREDIT_STYLE_TITLE = 0,
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CREDIT_STYLE_POSITION,
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CREDIT_STYLE_NORMAL,
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CREDIT_STYLE_COLUMN,
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CREDIT_STYLE_BLANK, ///< Keep this second to last
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MAX_CREDIT_STYLES ///< Keep this last
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};
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enum{ CREDIT_SPACE_OFFSET = 2 };
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static const LookupListRec CreditStyleNames[] =
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{
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{ "TITLE", CREDIT_STYLE_TITLE },
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{ "MINORTITLE", CREDIT_STYLE_POSITION },
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{ "NORMAL", CREDIT_STYLE_NORMAL },
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{ "COLUMN", CREDIT_STYLE_COLUMN },
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{ NULL, 0 }// keep this last!
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};
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class CreditsLine
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{
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public:
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CreditsLine();
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~CreditsLine();
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// parsing variables
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Int m_style;
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UnicodeString m_text;
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UnicodeString m_secondText;
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Bool m_useSecond;
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Bool m_done;
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// drawing variables
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DisplayString *m_displayString;
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DisplayString *m_secondDisplayString;
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ICoord2D m_pos;
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Int m_height;
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Int m_color;
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};
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class CreditsManager: public SubsystemInterface
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{
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public:
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CreditsManager(void);
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~CreditsManager(void);
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void init(void );
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void load(void );
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void reset( void );
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void update( void );
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void draw( void );
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const FieldParse *getFieldParse() const { return m_creditsFieldParseTable; } ///< returns the parsing fields
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static const FieldParse m_creditsFieldParseTable[]; ///< the parse table
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static void parseBlank( INI* ini, void *instance, void *store, const void *userData ); ///< Parse the image part of the INI file
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static void parseText( INI* ini, void *instance, void *store, const void *userData ); ///< Parse the image part of the INI file
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Bool isFinished( void ) { return m_isFinished; }
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void addBlank( void );
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void addText( AsciiString text );
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private:
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UnicodeString getUnicodeString(AsciiString str);
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typedef std::list<CreditsLine *> CreditsLineList;
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CreditsLineList m_creditLineList;
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CreditsLineList::iterator m_creditLineListIt;
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CreditsLineList m_displayedCreditLineList;
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Int m_scrollRate; // in pixels
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Int m_scrollRatePerFrames;
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Bool m_scrollDown; // if TRUE text will come from the top to the bottom if False, it will go from the bottom up
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Color m_titleColor;
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Color m_positionColor;
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Color m_normalColor;
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Int m_currentStyle;
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Bool m_isFinished;
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Int m_framesSinceStarted;
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Int m_normalFontHeight;
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};
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//-----------------------------------------------------------------------------
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// INLINING ///////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// EXTERNALS //////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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extern CreditsManager *TheCredits;
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#endif // __CREDITS_H_
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