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: DisplayStringManager.h ///////////////////////////////////////////////////////////////////
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// Created: Colin Day, July 2001
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// Desc: Access for creating game managed display strings
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __DISPLAYSTRINGMANAGER_H_
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#define __DISPLAYSTRINGMANAGER_H_
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#include "Common/SubsystemInterface.h"
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#include "GameClient/DisplayString.h"
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//-------------------------------------------------------------------------------------------------
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/** Factory for managing and creating display strings */
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//-------------------------------------------------------------------------------------------------
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class DisplayStringManager : public SubsystemInterface
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{
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public:
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DisplayStringManager( void );
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virtual ~DisplayStringManager( void );
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virtual void init( void ) {} ///< initialize the factory
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virtual void reset( void ) {} ///< reset system
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virtual void update( void ) {}; ///< update anything we need to in our strings
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virtual DisplayString *newDisplayString( void ) = 0; ///< allocate new display string
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virtual void freeDisplayString( DisplayString *string ) = 0; ///< free string
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virtual DisplayString *getGroupNumeralString( Int numeral ) = 0;
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virtual DisplayString *getFormationLetterString( void ) = 0;
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protected:
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void link( DisplayString *string ); ///< link display string to list
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void unLink( DisplayString *string ); ///< unlink display string from list
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DisplayString *m_stringList; ///< list of all display strings
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DisplayString *m_currentCheckpoint; ///< current checkpoint of strings to be freed
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};
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// EXTERNALS //////////////////////////////////////////////////////////////////////////////////////
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extern DisplayStringManager *TheDisplayStringManager; ///< singleton extern
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#endif // __DISPLAYSTRINGMANAGER_H_
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