167 lines
5.7 KiB
C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
////////////////////////////////////////////////////////////////////////////////
// //
// (c) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: Credits.h /////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Electronic Arts Pacific.
//
// Confidential Information
// Copyright (C) 2002 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// created: Dec 2002
//
// Filename: Credits.h
//
// author: Chris Huybregts
//
// purpose: header file for the credits
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
#pragma once
#ifndef __CREDITS_H_
#define __CREDITS_H_
//-----------------------------------------------------------------------------
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// USER INCLUDES //////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#include "GameClient/FontDesc.h"
//-----------------------------------------------------------------------------
// FORWARD REFERENCES /////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
class DisplayString;
//-----------------------------------------------------------------------------
// TYPE DEFINES ///////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
enum
{
CREDIT_STYLE_TITLE = 0,
CREDIT_STYLE_POSITION,
CREDIT_STYLE_NORMAL,
CREDIT_STYLE_COLUMN,
CREDIT_STYLE_BLANK, ///< Keep this second to last
MAX_CREDIT_STYLES ///< Keep this last
};
enum{ CREDIT_SPACE_OFFSET = 2 };
static const LookupListRec CreditStyleNames[] =
{
{ "TITLE", CREDIT_STYLE_TITLE },
{ "MINORTITLE", CREDIT_STYLE_POSITION },
{ "NORMAL", CREDIT_STYLE_NORMAL },
{ "COLUMN", CREDIT_STYLE_COLUMN },
{ NULL, 0 }// keep this last!
};
class CreditsLine
{
public:
CreditsLine();
~CreditsLine();
// parsing variables
Int m_style;
UnicodeString m_text;
UnicodeString m_secondText;
Bool m_useSecond;
Bool m_done;
// drawing variables
DisplayString *m_displayString;
DisplayString *m_secondDisplayString;
ICoord2D m_pos;
Int m_height;
Int m_color;
};
class CreditsManager: public SubsystemInterface
{
public:
CreditsManager(void);
~CreditsManager(void);
void init(void );
void load(void );
void reset( void );
void update( void );
void draw( void );
const FieldParse *getFieldParse() const { return m_creditsFieldParseTable; } ///< returns the parsing fields
static const FieldParse m_creditsFieldParseTable[]; ///< the parse table
static void parseBlank( INI* ini, void *instance, void *store, const void *userData ); ///< Parse the image part of the INI file
static void parseText( INI* ini, void *instance, void *store, const void *userData ); ///< Parse the image part of the INI file
Bool isFinished( void ) { return m_isFinished; }
void addBlank( void );
void addText( AsciiString text );
private:
UnicodeString getUnicodeString(AsciiString str);
typedef std::list<CreditsLine *> CreditsLineList;
CreditsLineList m_creditLineList;
CreditsLineList::iterator m_creditLineListIt;
CreditsLineList m_displayedCreditLineList;
Int m_scrollRate; // in pixels
Int m_scrollRatePerFrames;
Bool m_scrollDown; // if TRUE text will come from the top to the bottom if False, it will go from the bottom up
Color m_titleColor;
Color m_positionColor;
Color m_normalColor;
Int m_currentStyle;
Bool m_isFinished;
Int m_framesSinceStarted;
Int m_normalFontHeight;
};
//-----------------------------------------------------------------------------
// INLINING ///////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// EXTERNALS //////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
extern CreditsManager *TheCredits;
#endif // __CREDITS_H_