Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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Generals/Code/Tools/GUIEdit/Include/GUIEditDisplay.h
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Generals/Code/Tools/GUIEdit/Include/GUIEditDisplay.h
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/*
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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: GUIEditDisplay.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: GUIEditDisplay.h
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//
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// Created: Colin Day, July 2001
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//
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// Desc: Display implementation for the GUI edit tool
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __GUIEDITDISPLAY_H_
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#define __GUIEDITDISPLAY_H_
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// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
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// USER INCLUDES //////////////////////////////////////////////////////////////
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#include "GameClient/Display.h"
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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class VideoBuffer;
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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// GUIEditDisplay -------------------------------------------------------------
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/** Stripped down display for the GUI tool editor */
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//-----------------------------------------------------------------------------
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class GUIEditDisplay : public Display
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{
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public:
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GUIEditDisplay( void );
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virtual ~GUIEditDisplay( void );
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virtual void draw( void ) { };
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/// draw a line on the display in pixel coordinates with the specified color
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virtual void drawLine( Int startX, Int startY, Int endX, Int endY,
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Real lineWidth, UnsignedInt lineColor );
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virtual void drawLine( Int startX, Int startY, Int endX, Int endY,
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Real lineWidth, UnsignedInt lineColor1, UnsignedInt lineColor2 ) { }
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/// draw a rect border on the display in pixel coordinates with the specified color
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virtual void drawOpenRect( Int startX, Int startY, Int width, Int height,
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Real lineWidth, UnsignedInt lineColor );
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/// draw a filled rect on the display in pixel coords with the specified color
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virtual void drawFillRect( Int startX, Int startY, Int width, Int height,
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UnsignedInt color );
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/// Draw a percentage of a rectange, much like a clock
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virtual void drawRectClock(Int startX, Int startY, Int width, Int height, Int percent, UnsignedInt color) { }
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virtual void drawRemainingRectClock(Int startX, Int startY, Int width, Int height, Int percent, UnsignedInt color) { }
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/// draw an image fit within the screen coordinates
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virtual void drawImage( const Image *image, Int startX, Int startY,
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Int endX, Int endY, Color color = 0xFFFFFFFF, DrawImageMode mode=DRAW_IMAGE_ALPHA);
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/// image clipping support
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virtual void setClipRegion( IRegion2D *region );
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virtual Bool isClippingEnabled( void );
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virtual void enableClipping( Bool onoff );
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// These are stub functions to allow compilation:
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/// Create a video buffer that can be used for this display
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virtual VideoBuffer* createVideoBuffer( void ) { return NULL; }
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/// draw a video buffer fit within the screen coordinates
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virtual void drawVideoBuffer( VideoBuffer *buffer, Int startX, Int startY,
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Int endX, Int endY ) { }
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virtual void takeScreenShot(void){ }
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virtual void toggleMovieCapture(void) {}
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// methods that we need to stub
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virtual void setTimeOfDay( TimeOfDay tod ) {}
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virtual void createLightPulse( const Coord3D *pos, const RGBColor *color, Real innerRadius, Real attenuationWidth,
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UnsignedInt increaseFrameTime, UnsignedInt decayFrameTime ) {}
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virtual void setShroudLevel(Int x, Int y, CellShroudStatus setting) {}
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void setBorderShroudLevel(UnsignedByte level){}
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virtual void clearShroud() {}
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virtual void preloadModelAssets( AsciiString model ) {}
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virtual void preloadTextureAssets( AsciiString texture ) {}
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virtual void toggleLetterBox(void) {}
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virtual void enableLetterBox(Bool enable) {}
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#if defined(_DEBUG) || defined(_INTERNAL)
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virtual void dumpModelAssets(const char *path) {}
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#endif
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virtual void doSmartAssetPurgeAndPreload(const char* usageFileName) {}
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#if defined(_DEBUG) || defined(_INTERNAL)
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virtual void dumpAssetUsage(const char* mapname) {}
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#endif
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virtual Real getAverageFPS(void) { return 0; }
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virtual Int getLastFrameDrawCalls( void ) { return 0; }
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protected:
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}; // end GUIEditDisplay
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// INLINING ///////////////////////////////////////////////////////////////////
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// EXTERNALS //////////////////////////////////////////////////////////////////
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#endif // __GUIEDITDISPLAY_H_
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