CnC_Remastered_Collection/REDALERT/GSCREEN.H

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//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /CounterStrike/GSCREEN.H 1 3/03/97 10:24a Joe_bostic $ */
/***********************************************************************************************
*** 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 : Command & Conquer *
* *
* File Name : GSCREEN.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/15/94 *
* *
* Last Update : December 15, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef GSCREEN_H
#define GSCREEN_H
#include "function.h"
#include "cell.h"
class GScreenClass
{
public:
GScreenClass(void);
GScreenClass(NoInitClass const &) {};
/*
** Initialization
*/
virtual void One_Time(void); // One-time initializations
virtual void Init(TheaterType = THEATER_NONE); // Inits everything
virtual void Init_Clear(void); // Clears all to known state
virtual void Init_IO(void); // Inits button list
virtual void Init_Theater(TheaterType theater); // Theater-specific inits
/*
** Player I/O is routed through here. It is called every game tick.
*/
virtual void Input(KeyNumType & key, int & x, int & y);
virtual void AI(KeyNumType &, int, int) {};
virtual void Add_A_Button(GadgetClass & gadget);
virtual void Remove_A_Button(GadgetClass & gadget);
/*
** Called when map needs complete updating.
*/
virtual void Flag_To_Redraw(bool complete=false);
/*
** Render maintenance routine (call every game tick). Probably no need
** to override this in derived classes.
*/
virtual void Render(void);
/*
** Is called when actual drawing is required. This is the function to
** override in derived classes.
*/
virtual void Draw_It(bool =false) {};
/*
** This moves the hidpage up to the seenpage.
*/
virtual void Blit_Display(void);
/*
** Changes the mouse shape as indicated.
*/
virtual void Set_Default_Mouse(MouseType mouse, bool wsmall) = 0;
virtual bool Override_Mouse_Shape(MouseType mouse, bool wsmall) = 0;
virtual void Revert_Mouse_Shape(void) = 0;
virtual void Mouse_Small(bool wsmall) = 0;
/*
** Misc routines.
*/
virtual void * Shadow_Address(void) {return(ShadowPage);};
/*
** This points to the buttons that are used for input. All of the derived classes will
** attached their specific buttons to this list.
*/
static GadgetClass * Buttons;
private:
/*
** If the entire map is required to redraw, then this flag is true. This flag
** is set by the Flag_To_Redraw function. Typically, this occurs when the screen
** has been trashed or is first created.
*/
unsigned IsToRedraw:1;
/*
** If only a sub-system of the map must be redrawn, then this flag will be set.
** An example of something that would set this flag would be an animating icon
** in the sidebar. In such a case, complete redrawing of the entire display is not
** necessary, but the Draw_It function should still be called so that the appropriate
** class can perform it's rendering.
*/
unsigned IsToUpdate:1;
/*
** Pointer to an exact copy of the visible graphic page. This copy is used to speed
** display rendering by using an only-update-changed-pixels algorithm.
*/
static GraphicBufferClass * ShadowPage;
/*
** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load
*/
unsigned char SaveLoadPadding[1024];
};
#endif