Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/GadgetStaticText.h
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GeneralsMD/Code/GameEngine/Include/GameClient/GadgetStaticText.h
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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: GadgetStaticText.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: GadgetStaticText.h
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//
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// Created: Colin Day, June 2001
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//
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// Desc: Helpful interface for StaticTexts
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//
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// StaticText IMAGE/COLOR organization
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// When control is enabled:
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// enabledDrawData[ 0 ] is the background image for the whole enabled control
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//
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// When control is disabled:
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// disabledDrawData[ 0 ] is the background image for the whole disabled control
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//
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// When control is hilited (mouse over it and enabled)
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// hiliteDrawData[ 0 ] is the background image for the whole hilited control
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __GADGETSTATICTEXT_H_
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#define __GADGETSTATICTEXT_H_
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// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
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// USER INCLUDES //////////////////////////////////////////////////////////////
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#include "GameClient/GameWindow.h"
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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// INLINING ///////////////////////////////////////////////////////////////////
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///////////////////////////////////////////////////////////////////////////////
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extern void GadgetStaticTextSetText( GameWindow *window, UnicodeString text );
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extern UnicodeString GadgetStaticTextGetText( GameWindow *window );
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extern void GadgetStaticTextSetFont( GameWindow *window, GameFont *font );
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// text colors
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// enabled background
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inline void GadgetStaticTextSetEnabledImage( GameWindow *g, const Image *image ) { g->winSetEnabledImage( 0, image ); }
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inline void GadgetStaticTextSetEnabledColor( GameWindow *g, Color color ) { g->winSetEnabledColor( 0, color ); }
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inline void GadgetStaticTextSetEnabledBorderColor( GameWindow *g, Color color ) { g->winSetEnabledBorderColor( 0, color ); }
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inline const Image *GadgetStaticTextGetEnabledImage( GameWindow *g ) { return g->winGetEnabledImage( 0 ); }
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inline Color GadgetStaticTextGetEnabledColor( GameWindow *g ) { return g->winGetEnabledColor( 0 ); }
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inline Color GadgetStaticTextGetEnabledBorderColor( GameWindow *g ) { return g->winGetEnabledBorderColor( 0 ); }
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// disabled background
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inline void GadgetStaticTextSetDisabledImage( GameWindow *g, const Image *image ) { g->winSetDisabledImage( 0, image ); }
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inline void GadgetStaticTextSetDisabledColor( GameWindow *g, Color color ) { g->winSetDisabledColor( 0, color ); }
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inline void GadgetStaticTextSetDisabledBorderColor( GameWindow *g, Color color ) { g->winSetDisabledBorderColor( 0, color ); }
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inline const Image *GadgetStaticTextGetDisabledImage( GameWindow *g ) { return g->winGetDisabledImage( 0 ); }
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inline Color GadgetStaticTextGetDisabledColor( GameWindow *g ) { return g->winGetDisabledColor( 0 ); }
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inline Color GadgetStaticTextGetDisabledBorderColor( GameWindow *g ) { return g->winGetDisabledBorderColor( 0 ); }
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// hilite if we choose to use it
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inline void GadgetStaticTextSetHiliteImage( GameWindow *g, const Image *image ) { g->winSetHiliteImage( 0, image ); }
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inline void GadgetStaticTextSetHiliteColor( GameWindow *g, Color color ) { g->winSetHiliteColor( 0, color ); }
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inline void GadgetStaticTextSetHiliteBorderColor( GameWindow *g, Color color ) { g->winSetHiliteBorderColor( 0, color ); }
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inline const Image *GadgetStaticTextGetHiliteImage( GameWindow *g ) { return g->winGetHiliteImage( 0 ); }
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inline Color GadgetStaticTextGetHiliteColor( GameWindow *g ) { return g->winGetHiliteColor( 0 ); }
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inline Color GadgetStaticTextGetHiliteBorderColor( GameWindow *g ) { return g->winGetHiliteBorderColor( 0 ); }
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// EXTERNALS //////////////////////////////////////////////////////////////////
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#endif // __GADGETSTATICTEXT_H_
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