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