Initial commit of Command & Conquer Generals and Command & Conquer Generals Zero Hour source code.
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GeneralsMD/Code/GameEngine/Include/GameClient/GlobalLanguage.h
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GeneralsMD/Code/GameEngine/Include/GameClient/GlobalLanguage.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: GlobalLanguage.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: Aug 2002
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//
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// Filename: GlobalLanguage.h
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//
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// author: Chris Huybregts
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//
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// purpose: With workingwith different languages, we need some options that
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// change. Essentially, this is the global data that's unique to languages
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __GLOBAL_LANGUAGE_H_
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#define __GLOBAL_LANGUAGE_H_
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//-----------------------------------------------------------------------------
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// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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#include "Common/SubsystemInterface.h"
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#include "Common/STLTypedefs.h"
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#include "GameClient/FontDesc.h"
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//-----------------------------------------------------------------------------
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// USER INCLUDES //////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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class AsciiString;
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//-----------------------------------------------------------------------------
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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class GlobalLanguage : public SubsystemInterface
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{
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public:
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GlobalLanguage();
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virtual ~GlobalLanguage();
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void init();
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void reset();
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void update() { }
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AsciiString m_unicodeFontName;
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AsciiString m_unicodeFontFileName;
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Bool m_useHardWrap;
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Int m_militaryCaptionSpeed;
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Int m_militaryCaptionDelayMS;
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FontDesc m_copyrightFont;
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FontDesc m_messageFont;
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FontDesc m_militaryCaptionTitleFont;
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FontDesc m_militaryCaptionFont;
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FontDesc m_superweaponCountdownNormalFont;
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FontDesc m_superweaponCountdownReadyFont;
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FontDesc m_namedTimerCountdownNormalFont;
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FontDesc m_namedTimerCountdownReadyFont;
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FontDesc m_drawableCaptionFont;
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FontDesc m_defaultWindowFont;
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FontDesc m_defaultDisplayStringFont;
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FontDesc m_tooltipFontName;
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FontDesc m_nativeDebugDisplay;
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FontDesc m_drawGroupInfoFont;
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FontDesc m_creditsTitleFont;
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FontDesc m_creditsPositionFont;
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FontDesc m_creditsNormalFont;
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Real m_resolutionFontSizeAdjustment;
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//UnicodeString m_unicodeFontNameUStr;
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Int adjustFontSize(Int theFontSize); // Adjusts font size for resolution. jba.
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typedef std::list<AsciiString> StringList; // Used for our font file names that we want to load
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typedef StringList::iterator StringListIt;
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StringList m_localFonts; // List of the font filenames that are in our local directory
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static void parseFontFileName( INI *ini, void *instance, void *store, const void* userData );
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static void parseFontDesc(INI *ini, void *instance, void *store, const void* userData);
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};
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//-----------------------------------------------------------------------------
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// INLINING ///////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// EXTERNALS //////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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extern GlobalLanguage *TheGlobalLanguageData;
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#endif // __GLOBAL_LANGUAGE_H_
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