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CnC_Renegade/Code/Commando/radiocommanddisplay.cpp

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C++

/*
** 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 <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** 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 : commando *
* *
* $Archive:: /Commando/Code/Commando/radiocommanddisplay.cpp $*
* *
* Author:: Patrick Smith *
* *
* $Modtime:: 3/15/02 3:26p $*
* *
* $Revision:: 5 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "radiocommanddisplay.h"
#include "assetmgr.h"
#include "texture.h"
#include "font3d.h"
#include "objectives.h"
#include "translatedb.h"
#include "wwaudio.h"
#include "globalsettings.h"
#include "scene.h"
#include "evasettings.h"
#include "cncmodesettings.h"
#include "string_ids.h"
#include "rendobj.h"
#include "input.h"
#include "dinput.h"
#include "timemgr.h"
#include "gametype.h"
#include "combat.h"
#include "vehicle.h"
#include "soldier.h"
////////////////////////////////////////////////////////////////
// Static member initialization
////////////////////////////////////////////////////////////////
float RadioCommandDisplayClass::DisplayTimer = 0.0F;
bool RadioCommandDisplayClass::IsDisplayed = false;
TextWindowClass * RadioCommandDisplayClass::TextWindow = NULL;
////////////////////////////////////////////////////////////////
//
// Shutdown
//
////////////////////////////////////////////////////////////////
void
RadioCommandDisplayClass::Shutdown (void)
{
if (TextWindow != NULL) {
delete TextWindow;
TextWindow = NULL;
}
IsDisplayed = false;
DisplayTimer = 0.0F;
return ;
}
////////////////////////////////////////////////////////////////
//
// Initialize
//
////////////////////////////////////////////////////////////////
void
RadioCommandDisplayClass::Initialize (void)
{
//
// Start fresh
//
if (TextWindow != NULL) {
delete TextWindow;
TextWindow = NULL;
}
//
// Allocate the new text window
//
TextWindow = new TextWindowClass;
//
// Use the same dimensions as the mission objectives in single player
//
EvaSettingsDefClass *settings = EvaSettingsDefClass::Get_Instance ();
//
// Local constants
//
const char *BACKDROP_TGA = "hud_6x4_Messages.tga";
//
// Configure the backdrop for the text window
//
TextWindow->Set_Backdrop (BACKDROP_TGA, settings->Get_Objectives_Screen_Rect (),
settings->Get_Objectives_Texture_Size (), settings->Get_Objectives_Endcap_Rect (),
settings->Get_Objectives_Fadeout_Rect (), settings->Get_Objectives_Background_Rect ());
//
// Configure the area where text can be displayed in the window
//
TextWindow->Set_Text_Area (settings->Get_Objectives_Text_Rect ());
//
// Configure the columns
//
TextWindow->Add_Column (TRANSLATE (IDS_MENU_RADIO_KEY), 0.3F, Vector3 (0.75F, 1.0F, 0.75F));
TextWindow->Add_Column (TRANSLATE (IDS_MENU_RADIO_KEY_MESSAGE), 0.7F, Vector3 (0.75F, 1.0F, 0.75F));
TextWindow->Display_Columns (true);
DisplayTimer = 0.0F;
return ;
}
////////////////////////////////////////////////////////////////
//
// Update
//
////////////////////////////////////////////////////////////////
void
RadioCommandDisplayClass::Update (DISPLAY_TYPE type)
{
CNCModeSettingsDef *cnc_def = CNCModeSettingsDef::Get_Instance ();
if (TextWindow == NULL || cnc_def == NULL) {
return ;
}
//
// Start fresh
//
TextWindow->Delete_All_Items ();
//
// Local constants
//
const int COMMAND_COUNT = 10;
//
// Determine what the access key to display these radio commands is.
//
int range_start_index = 0;
WideStringClass access_key;
if (type == DISPLAY_CMDS_01) {
access_key = TRANSLATE (IDS_MENU_TEXT892);
} else if (type == DISPLAY_CMDS_02) {
access_key = TRANSLATE (IDS_MENU_TEXT893);
range_start_index = 10;
} else {
access_key.Format (L"%s + %s", TRANSLATE (IDS_MENU_TEXT892), TRANSLATE (IDS_MENU_TEXT893));
range_start_index = 20;
}
//
// Add all the radio commands to the text window
//
for (int index = 0; index < COMMAND_COUNT; index ++){
int key_id = index + 1;
if (key_id >= 10) {
key_id -= 10;
}
WideStringClass command_key (0, true);
command_key.Format (L"%s + %d", access_key, key_id);
//
// Insert an item for this radio command
//
int item_index = TextWindow->Insert_Item (index, command_key);
if (item_index >= 0) {
//
// Lookup the message that this command displays
//
int cmd_index = range_start_index + index;
int text_id = cnc_def->Get_Radio_Command (cmd_index);
//
// Display the message
//
TextWindow->Set_Item_Text (item_index, 1, TRANSLATE (text_id));
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Display
//
////////////////////////////////////////////////////////////////
void
RadioCommandDisplayClass::Display (bool onoff, DISPLAY_TYPE type)
{
//
// Display or hide the window
//
IsDisplayed = onoff;
TextWindow->Display (onoff);
//
// Update the data in the window as necessary
//
if (onoff) {
Update (type);
}
//
// Play the 'EVA displayed' sound effect
//
if (IsDisplayed) {
int sound_id = GlobalSettingsDef::Get_Global_Settings ()->Get_EVA_Objectives_Sound_ID ();
if (sound_id != 0) {
WWAudioClass::Get_Instance ()->Create_Instant_Sound (sound_id, Matrix3D (1));
}
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Render
//
////////////////////////////////////////////////////////////////
void
RadioCommandDisplayClass::Render (void)
{
//
// Don't do this for true single player
//
if (IS_MISSION) {
return ;
}
Check_Keys ();
//
// Only render if the window is being displayed
//
if (IsDisplayed) {
TextWindow->Render ();
}
return ;
}
////////////////////////////////////////////////////////////////
//
// Check_Keys
//
////////////////////////////////////////////////////////////////
void
RadioCommandDisplayClass::Check_Keys (void)
{
//
// Local constants
//
const float TIMER_DURATION = 2.0F;
// ignore left control if star is in a flying vehicle
bool ignore_lctrl = ( COMBAT_STAR && COMBAT_STAR->As_SoldierGameObj() && COMBAT_STAR->As_SoldierGameObj()->Get_Vehicle() && COMBAT_STAR->As_SoldierGameObj()->Get_Vehicle()->Is_Aircraft() );
//
// Determine which keys (if any) are down
//
bool is_key_down[DISPLAY_MAX] = { 0 };
if ( ignore_lctrl ) {
is_key_down[DISPLAY_CMDS_01] = Input::Is_Button_Down (DIK_RCONTROL);
is_key_down[DISPLAY_CMDS_02] = Input::Is_Button_Down (DIK_RMENU);
} else {
is_key_down[DISPLAY_CMDS_01] = Input::Is_Button_Down (DIK_LCONTROL) || Input::Is_Button_Down (DIK_RCONTROL);
is_key_down[DISPLAY_CMDS_02] = Input::Is_Button_Down (DIK_LMENU) || Input::Is_Button_Down (DIK_RMENU);
}
is_key_down[DISPLAY_CMDS_03] = is_key_down[DISPLAY_CMDS_01] && is_key_down[DISPLAY_CMDS_02];
//
// Are any of the buttons being held?
//
bool is_any_key_down = is_key_down[DISPLAY_CMDS_01] || is_key_down[DISPLAY_CMDS_02];
if (is_any_key_down) {
//
// Do we need to display the UI or trigger the timer?
//
if (IsDisplayed == false) {
if (DisplayTimer == 0.0F) {
DisplayTimer = TIMER_DURATION;
} else {
//
// Is it time to display the UI yet?
//
DisplayTimer -= TimeManager::Get_Frame_Seconds ();
if (DisplayTimer <= 0.0F) {
//
// Determine which page to display
//
for (int index = DISPLAY_MAX - 1; index >= 0; index --) {
if (is_key_down[index]) {
Display (true, (DISPLAY_TYPE)index);
DisplayTimer = 0.0F;
break;
}
}
}
}
}
} else {
//
// Turn off the UI if the key is no longer being held
//
if (IsDisplayed) {
Display (false);
}
DisplayTimer = 0.0F;
}
return ;
}