/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : wwui * * * * $Archive:: /Commando/Code/wwui/listiconmgr.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 10/26/01 2:48p $* * * * $Revision:: 3 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "listiconmgr.h" #include "stylemgr.h" #include "assetmgr.h" #include "texture.h" #include "render2d.h" //////////////////////////////////////////////////////////////// // // ListIconMgrClass // //////////////////////////////////////////////////////////////// ListIconMgrClass::ListIconMgrClass (void) : IconWidth (16), IconHeight (16) { return ; } //////////////////////////////////////////////////////////////// // // Add_Icon // //////////////////////////////////////////////////////////////// void ListIconMgrClass::Add_Icon (const char *texture_name) { // // Make sure this texture isn't already in our lists // int index = Find_Texture (texture_name); if (index == -1) { // // Load the texture // TextureClass *texture = WW3DAssetManager::Get_Instance ()->Get_Texture (texture_name, TextureClass::MIP_LEVELS_1); if (texture != NULL) { // // Create a new renderer and assign it the texture // Render2DClass *renderer = new Render2DClass; StyleMgrClass::Configure_Renderer (renderer); renderer->Set_Texture (texture); renderer->Enable_Alpha (true); // // Add this renderer to our list // Renderers.Add (renderer); TextureNames.Add (texture_name); // // Release our hold on the texture // REF_PTR_RELEASE (texture); } } return ; } //////////////////////////////////////////////////////////////// // // Remove_Icon // //////////////////////////////////////////////////////////////// void ListIconMgrClass::Remove_Icon (const char *texture_name) { // // Try to find the texture in our list // int index = Find_Texture (texture_name); if (index >= 0) { // // Remove this entry from out lists // delete Renderers[index]; Renderers.Delete (index); TextureNames.Delete (index); } return ; } //////////////////////////////////////////////////////////////// // // Reset_Icons // //////////////////////////////////////////////////////////////// void ListIconMgrClass::Reset_Icons (void) { // // First, free each renderer // for (int index = 0; index < Renderers.Count (); index ++) { delete Renderers[index]; } // // Now, reset the lists // Renderers.Delete_All (); TextureNames.Delete_All (); return ; } //////////////////////////////////////////////////////////////// // // Render_Icon // //////////////////////////////////////////////////////////////// void ListIconMgrClass::Render_Icon (const RectClass &clip_rect, const char *texture_name) { // // Try to find the texture in our list // int index = Find_Texture (texture_name); if (index >= 0) { float icon_size_x = IconWidth * StyleMgrClass::Get_X_Scale (); float icon_size_y = IconHeight * StyleMgrClass::Get_Y_Scale (); // // Render the texture left-aligned and v-centered in the clip rectangle // RectClass rect; rect.Left = clip_rect.Left; rect.Right = clip_rect.Left + icon_size_x; rect.Top = int (clip_rect.Center ().Y - (icon_size_y * 0.5F)); rect.Bottom = int (clip_rect.Center ().Y + (icon_size_y * 0.5F)); Renderers[index]->Add_Quad (rect); } return ; } //////////////////////////////////////////////////////////////// // // Render_Icons // //////////////////////////////////////////////////////////////// void ListIconMgrClass::Render_Icons (void) { for (int index = 0; index < Renderers.Count (); index ++) { Renderers[index]->Render (); } return ; } //////////////////////////////////////////////////////////////// // // Find_Texture // //////////////////////////////////////////////////////////////// int ListIconMgrClass::Find_Texture (const char *texture_name) { int retval = -1; // // Try to find a texture with this name in our list // for (int index = 0; index < TextureNames.Count (); index ++) { if (::lstrcmpi (texture_name, TextureNames[index]) == 0) { retval = index; break; } } return retval; } //////////////////////////////////////////////////////////////// // // Reset_Renderers // //////////////////////////////////////////////////////////////// void ListIconMgrClass::Reset_Renderers (void) { for (int index = 0; index < Renderers.Count (); index ++) { Renderers[index]->Reset (); } return ; }