355 lines
9.4 KiB
C++
355 lines
9.4 KiB
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 ;
|
|
}
|