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: WindowVideoManager.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: WindowVideoManager.h
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//
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// author: Chris Huybregts
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//
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// purpose:
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//
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//-----------------------------------------------------------------------------
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///////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __WINDOWVIDEOMANAGER_H_
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#define __WINDOWVIDEOMANAGER_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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//-----------------------------------------------------------------------------
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// FORWARD REFERENCES /////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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class GameWindow;
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class AsciiString;
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class VideoStreamInterface;
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class VideoBuffer;
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//-----------------------------------------------------------------------------
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// TYPE DEFINES ///////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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enum WindowVideoPlayType
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{
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WINDOW_PLAY_MOVIE_ONCE = 0,
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WINDOW_PLAY_MOVIE_LOOP,
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WINDOW_PLAY_MOVIE_SHOW_LAST_FRAME,
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WINDOW_PLAY_MOVIE_COUNT
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};
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enum WindowVideoStates
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{
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WINDOW_VIDEO_STATE_START = 0,
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WINDOW_VIDEO_STATE_STOP,
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WINDOW_VIDEO_STATE_PAUSE,
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WINDOW_VIDEO_STATE_PLAY,
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WINDOW_VIDEO_STATE_HIDDEN,
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WINDOW_VIDEO_STATE_COUNT
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};
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class WindowVideo
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{
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public:
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WindowVideo( void );
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~WindowVideo( void );
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VideoStreamInterface *getVideoStream( void );
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VideoBuffer *getVideoBuffer( void );
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GameWindow *getWin( void );
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AsciiString getMovieName( void );
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WindowVideoPlayType getPlayType ( void );
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WindowVideoStates getState( void );
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void setPlayType(WindowVideoPlayType playType);
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void setWindowState( WindowVideoStates state );
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void init( GameWindow *win, AsciiString movieName, WindowVideoPlayType playType,VideoBuffer *videoBuffer,
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VideoStreamInterface *videoStream);
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private:
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WindowVideoPlayType m_playType;
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GameWindow *m_win;
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VideoBuffer *m_videoBuffer;
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VideoStreamInterface *m_videoStream;
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AsciiString m_movieName;
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WindowVideoStates m_state;
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};
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class WindowVideoManager : public SubsystemInterface
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{
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public:
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WindowVideoManager( void );
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~WindowVideoManager( 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 playMovie( GameWindow *win, AsciiString movieName, WindowVideoPlayType playType );
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void hideMovie( GameWindow *win ); ///< If the window becomes hidden while we're playing, stop the movie but test to see if we should resume
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void pauseMovie( GameWindow *win ); ///< Pause a movie and display it's current frame
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void resumeMovie( GameWindow *win ); ///< If a movie has been stopped, resume it.
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void stopMovie( GameWindow *win ); ///< Stop a movie
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void stopAndRemoveMovie( GameWindow *win ); ///< Stop a movie, and remove it from the manager
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void stopAllMovies( void ); ///< Stop all playing movies
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void pauseAllMovies( void ); ///< Pauses all movies on their current frame
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void resumeAllMovies( void ); ///< Resume Playing all movies
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Int getWinState( GameWindow *win ); ///< return the current state of the window.
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private:
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typedef const GameWindow* ConstGameWindowPtr;
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// use special class for hashing, since std::hash won't compile for arbitrary ptrs
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struct hashConstGameWindowPtr
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{
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size_t operator()(ConstGameWindowPtr p) const
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{
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std::hash<UnsignedInt> hasher;
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return hasher((UnsignedInt)p);
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}
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};
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typedef std::hash_map< ConstGameWindowPtr, WindowVideo *, hashConstGameWindowPtr, std::equal_to<ConstGameWindowPtr> > WindowVideoMap;
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WindowVideoMap m_playingVideos; ///< List of currently playin Videos
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//WindowVideoMap m_pausedVideos; ///< List of currently paused Videos
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Bool m_stopAllMovies; ///< Maintains is we're in a stop all Movies State
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Bool m_pauseAllMovies; ///< Maintains if we're in a pause all movies state
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};
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//-----------------------------------------------------------------------------
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// INLINING ///////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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inline VideoStreamInterface *WindowVideo::getVideoStream( void ){ return m_videoStream; };
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inline VideoBuffer *WindowVideo::getVideoBuffer( void ){ return m_videoBuffer; };
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inline GameWindow *WindowVideo::getWin( void ){ return m_win; };
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inline AsciiString WindowVideo::getMovieName( void ){ return m_movieName; };
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inline WindowVideoPlayType WindowVideo::getPlayType ( void ){ return m_playType; };
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inline WindowVideoStates WindowVideo::getState( void ){ return m_state; };
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inline void WindowVideo::setPlayType(WindowVideoPlayType playType){ m_playType = playType; };
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//-----------------------------------------------------------------------------
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// EXTERNALS //////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------------
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#endif // __WINDOWVIDEOMANAGER_H_
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