Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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/*
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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: AnimateWindowManager.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: Mar 2002
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//
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// Filename: AnimateWindowManager.h
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//
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// author: Chris Huybregts
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//
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// purpose: The Animate Window class will be used by registering a window with
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// the manager with stating what kind of animation to do. Then on every
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// update, we'll move the windows.
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __ANIMATEWINDOWMANAGER_H_
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#define __ANIMATEWINDOWMANAGER_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 "Lib/BaseType.h"
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#include "Common/SubsystemInterface.h"
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#include "Common/GameMemory.h"
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//-----------------------------------------------------------------------------
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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class GameWindow;
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class ProcessAnimateWindowSlideFromBottom;
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class ProcessAnimateWindowSlideFromBottomTimed;
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class ProcessAnimateWindowSlideFromTop;
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class ProcessAnimateWindowSlideFromLeft;
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class ProcessAnimateWindowSlideFromRight;
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class ProcessAnimateWindowSlideFromRightFast;
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class ProcessAnimateWindowSpiral;
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class ProcessAnimateWindowSlideFromTopFast;
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class ProcessAnimateWindowSideSelect;
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class ProcessAnimateWindow;
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//-----------------------------------------------------------------------------
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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enum AnimTypes
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{
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WIN_ANIMATION_NONE = 0,
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WIN_ANIMATION_SLIDE_RIGHT,
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WIN_ANIMATION_SLIDE_RIGHT_FAST,
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WIN_ANIMATION_SLIDE_LEFT,
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WIN_ANIMATION_SLIDE_TOP,
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WIN_ANIMATION_SLIDE_BOTTOM,
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WIN_ANIMATION_SPIRAL,
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WIN_ANIMATION_SLIDE_BOTTOM_TIMED,
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WIN_ANIMATION_SLIDE_TOP_FAST,
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WIN_ANIMATION_COUNT
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} ;
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//-----------------------------------------------------------------------------
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class AnimateWindow : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(AnimateWindow, "AnimateWindow")
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public:
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AnimateWindow( void );
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//~AnimateWindow( void );
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void setAnimData( ICoord2D startPos, ICoord2D endPos, ICoord2D curPos, ICoord2D restPos, Coord2D vel, UnsignedInt startTime, UnsignedInt endTime);
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ICoord2D getStartPos( void ); ///< Get the Start Position 2D coord
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ICoord2D getCurPos( void ); ///< Get the Current Position 2D coord
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ICoord2D getEndPos( void ); ///< Get the End Position 2D coord
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ICoord2D getRestPos( void ); ///< Get the Rest Position 2D coord
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GameWindow *getGameWindow( void ); ///< Get the GameWindow that will be animating
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AnimTypes getAnimType( void ); ///< Get the Animation type
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UnsignedInt getDelay( void ); ///< Get the Time Delay
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Coord2D getVel( void ); ///< Get the Velocity Position 2D coord
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UnsignedInt getStartTime( void ); ///< Get the start time of the time-based anim
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UnsignedInt getEndTime( void ); ///< Get the end time of the time-based anim
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void setStartPos( ICoord2D starPos); ///< Set the Start Position 2D coord
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void setCurPos( ICoord2D curPos); ///< Set the Current Position 2D coord
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void setEndPos( ICoord2D endPos); ///< Set the End Position 2D coord
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void setRestPos( ICoord2D restPos); ///< Set the Rest Position 2D coord
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void setGameWindow( GameWindow *win); ///< Set the GameWindow that will be animating
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void setAnimType( AnimTypes animType); ///< Set the Animation type
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void setDelay( UnsignedInt delay); ///< Set the Time Delay
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void setVel( Coord2D vel); ///< Set the Velocity Position 2D coord
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void setStartTime( UnsignedInt t); ///< Set the start time of the time-based anim
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void setEndTime( UnsignedInt t); ///< Set the end time of the time-based anim
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void setFinished(Bool finished); ///< Set if the animation has finished
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Bool isFinished( void ); ///< Return if the animation has finished or not.
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void setNeedsToFinish( Bool needsToFinish); ///< set if we need this animation to finish for the manager to return true
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Bool needsToFinish( void ); ///< set if the animation has finished
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private:
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UnsignedInt m_delay; ///< Holds the delay time in which the animation will start (in milliseconds)
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ICoord2D m_startPos; ///< Holds the starting position of the animation
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///<(usuall is also the end position of the animation when the animation is reversed)
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ICoord2D m_endPos; ///< Holds the target End Position (usually is the same as the rest position)
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ICoord2D m_curPos; ///< It's Current Position
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ICoord2D m_restPos; ///< When the Manager Resets, It sets the window's position to this position
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GameWindow *m_win; ///< the window that this animation is happening on
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Coord2D m_vel; ///< the Velocity of the animation
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UnsignedInt m_startTime; ///< time we started the time-based anim
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UnsignedInt m_endTime; ///< time we should end the time-based anim
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AnimTypes m_animType; ///< The type of animation that will happen
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Bool m_needsToFinish; ///< Flag to tell the manager if we need to finish before it's done with it's animation
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Bool m_isFinished; ///< We're finished
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};
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//-----------------------------------------------------------------------------
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typedef std::list<AnimateWindow *> AnimateWindowList;
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//-----------------------------------------------------------------------------
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class AnimateWindowManager : public SubsystemInterface
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{
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public:
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AnimateWindowManager( void );
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~AnimateWindowManager( void );
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// Inhertited from subsystem ====================================================================
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virtual void init( void );
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virtual void reset( void );
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virtual void update( void );
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//===============================================================================================
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void registerGameWindow(GameWindow *win, AnimTypes animType, Bool needsToFinish, UnsignedInt ms = 0, UnsignedInt delayMs = 0); // Registers a new window to animate.
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Bool isFinished( void ); ///< Are all the animations that need to be finished, finished?
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void reverseAnimateWindow( void ); ///< tell each animation type to setup the windows to run in reverse
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void resetToRestPosition( void ); ///< Reset all windows to their rest position
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Bool isReversed( void ); ///< Returns whether or not we're in our reversed state.
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Bool isEmpty( void );
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private:
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AnimateWindowList m_winList; ///< A list of AnimationWindows that we don't care if their finished animating
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AnimateWindowList m_winMustFinishList; ///< A list of AnimationWindows that we do care about
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Bool m_needsUpdate; ///< If we're done animating all our monitored windows, then this will be false
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Bool m_reverse; ///< Are we in a reverse state?
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ProcessAnimateWindowSlideFromRight *m_slideFromRight; ///< Holds the process in which the windows slide from the right
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ProcessAnimateWindowSlideFromRightFast *m_slideFromRightFast;
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ProcessAnimateWindowSlideFromTop *m_slideFromTop; ///< Holds the process in which the windows slide from the Top
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ProcessAnimateWindowSlideFromLeft *m_slideFromLeft; ///< Holds the process in which the windows slide from the Left
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ProcessAnimateWindowSlideFromBottom *m_slideFromBottom; ///< Holds the process in which the windows slide from the Bottom
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ProcessAnimateWindowSpiral *m_spiral; ///< Holds the process in which the windows Spiral onto the screen
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ProcessAnimateWindowSlideFromBottomTimed *m_slideFromBottomTimed; ///< Holds the process in which the windows slide from the Bottom in a time-based fashion
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ProcessAnimateWindowSlideFromTopFast *m_slideFromTopFast; ///< holds the process in wich the windows slide from the top,fast
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ProcessAnimateWindow *getProcessAnimate( AnimTypes animType); ///< returns the process for the kind of animation we need.
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};
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//-----------------------------------------------------------------------------
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// INLINING ///////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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inline ICoord2D AnimateWindow::getStartPos( void ) { return m_startPos; };
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inline ICoord2D AnimateWindow::getCurPos( void ) { return m_curPos; };
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inline ICoord2D AnimateWindow::getEndPos( void ) { return m_endPos; };
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inline ICoord2D AnimateWindow::getRestPos( void ) { return m_restPos; };
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inline GameWindow *AnimateWindow::getGameWindow( void ){ return m_win; };
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inline AnimTypes AnimateWindow::getAnimType( void ) { return m_animType; };
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inline UnsignedInt AnimateWindow::getDelay( void ) { return m_delay; };
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inline Coord2D AnimateWindow::getVel( void ) { return m_vel; };
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inline UnsignedInt AnimateWindow::getStartTime( void ) { return m_startTime; };
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inline UnsignedInt AnimateWindow::getEndTime( void ) { return m_endTime; };
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inline void AnimateWindow::setStartPos( ICoord2D startPos) { m_startPos = startPos; };
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inline void AnimateWindow::setCurPos( ICoord2D curPos) { m_curPos = curPos; };
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inline void AnimateWindow::setEndPos( ICoord2D endPos) { m_endPos = endPos; };
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inline void AnimateWindow::setRestPos( ICoord2D restPos) { m_restPos = restPos; };
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inline void AnimateWindow::setGameWindow( GameWindow *win) { m_win = win; };
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inline void AnimateWindow::setAnimType( AnimTypes animType) { m_animType = animType; };
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inline void AnimateWindow::setDelay( UnsignedInt delay) { m_delay = delay; };
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inline void AnimateWindow::setVel( Coord2D vel) { m_vel = vel; };
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inline void AnimateWindow::setStartTime( UnsignedInt t ) { m_startTime = t; }
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inline void AnimateWindow::setEndTime( UnsignedInt t ) { m_endTime = t; }
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inline void AnimateWindow::setFinished( Bool finished) { m_isFinished = finished; };
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inline Bool AnimateWindow::isFinished( void ) { return m_isFinished; };
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inline void AnimateWindow::setNeedsToFinish( Bool needsToFinish) { m_needsToFinish = needsToFinish; };
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inline Bool AnimateWindow::needsToFinish( void ) { return m_needsToFinish; };
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inline Bool AnimateWindowManager::isFinished( void ) { return !m_needsUpdate; };
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inline Bool AnimateWindowManager::isReversed( void ) { return m_reverse; };
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inline Bool AnimateWindowManager::isEmpty( void ){return (m_winList.size() == 0 && m_winMustFinishList.size() == 0); }
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//-----------------------------------------------------------------------------
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// EXTERNALS //////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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#endif // __ANIMATEWINDOWMANAGER_H_
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