148 lines
5.1 KiB
C++
148 lines
5.1 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.cpp ////////////////////////////////////////////////////
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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.cpp
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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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// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
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#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
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// USER INCLUDES //////////////////////////////////////////////////////////////
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#include "Common/Debug.h"
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#include "Common/Language.h"
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#include "GameClient/DisplayString.h"
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// DEFINES ////////////////////////////////////////////////////////////////////
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// PRIVATE TYPES //////////////////////////////////////////////////////////////
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// PRIVATE DATA ///////////////////////////////////////////////////////////////
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// PUBLIC DATA ////////////////////////////////////////////////////////////////
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// PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
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// PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// DisplayString::DisplayString ===============================================
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/** */
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//=============================================================================
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DisplayString::DisplayString( void )
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{
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// m_textString = ""; // not necessary, done by default
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m_font = NULL;
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m_next = NULL;
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m_prev = NULL;
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} // end DisplayString
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// DisplayString::~DisplayString ==============================================
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/** */
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//=============================================================================
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DisplayString::~DisplayString( void )
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{
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// free any data
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reset();
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} // end ~DisplayString
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// DisplayString::setText =====================================================
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/** Copy the text to this instance */
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//=============================================================================
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void DisplayString::setText( UnicodeString text )
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{
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if (text == m_textString)
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return;
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m_textString = text;
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// our text has now changed
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notifyTextChanged();
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} // end setText
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// DisplayString::reset =======================================================
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/** Free and reset all the data for this string, effectively making this
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* instance like brand new */
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//=============================================================================
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void DisplayString::reset( void )
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{
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m_textString.clear();
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// no font
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m_font = NULL;
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} // end reset
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// DisplayString::removeLastChar ==============================================
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/** Remove the last character from the string text */
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//=============================================================================
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void DisplayString::removeLastChar( void )
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{
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m_textString.removeLastChar();
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// our text has now changed
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notifyTextChanged();
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} // end removeLastChar
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// DisplayString::appendChar ==================================================
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/** Append character to the end of the string */
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//=============================================================================
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void DisplayString::appendChar( WideChar c )
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{
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m_textString.concat(c);
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// text has now changed
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notifyTextChanged();
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} // end appendchar
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