Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/GameFont.h
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GeneralsMD/Code/GameEngine/Include/GameClient/GameFont.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: GameFont.h ///////////////////////////////////////////////////////////////////////////////
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// Created: Colin Day, June 2001
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// Desc: Game representations for fonts
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __GAMEFONT_H_
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#define __GAMEFONT_H_
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#include "Common/SubsystemInterface.h"
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#include "Lib/BaseType.h"
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#include "Common/AsciiString.h"
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#include "Common/GameMemory.h"
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//-------------------------------------------------------------------------------------------------
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/** A font for use in the device independent game */
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//-------------------------------------------------------------------------------------------------
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class GameFont : public MemoryPoolObject
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{
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MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(GameFont, "GameFont")
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public:
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GameFont* next; ///< for library use
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AsciiString nameString;
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Int pointSize; ///< point size of font
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Int height; ///< pixel height of font
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void* fontData; ///< font data to be filled out for device specific font
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Bool bold; ///< is this font bold
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};
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EMPTY_DTOR(GameFont)
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//-------------------------------------------------------------------------------------------------
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/** Interface to access fonts for the system */
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//-------------------------------------------------------------------------------------------------
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class FontLibrary : public SubsystemInterface
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{
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public:
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public:
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FontLibrary( void );
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virtual ~FontLibrary( void );
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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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GameFont *getFont( AsciiString name, Int pointSize, Bool bold ); ///< get a font pointer
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GameFont *firstFont( void ); ///< return first font
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GameFont *nextFont( GameFont *font ); ///< get next font in library
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Int getCount( void ); ///< return how many fonts are loaded in this lib
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protected:
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void deleteAllFonts( void ); ///< delete all fonts in this library
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void linkFont( GameFont *font ); ///< add to font list
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void unlinkFont( GameFont *font ); ///< remove font from list
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/// load the font data pointer based on everything else we already have set
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virtual Bool loadFontData( GameFont *font ) = 0;
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/// release the font data pointer
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virtual void releaseFontData( GameFont *font ) { };
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GameFont *m_fontList; ///< list of fonts we have loaded
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Int m_count; ///< number of unique fonts loaded in this lib
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};
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// INLINING ///////////////////////////////////////////////////////////////////////////////////////
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inline Int FontLibrary::getCount( void ) { return m_count; }
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inline GameFont *FontLibrary::firstFont( void ) { return m_fontList; }
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inline GameFont *FontLibrary::nextFont( GameFont *font )
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{
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if( font )
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return font->next;
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return NULL;
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}
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// EXTERNALS //////////////////////////////////////////////////////////////////////////////////////
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extern FontLibrary *TheFontLibrary; ///< font library external
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#endif // __GAMEFONT_H_
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