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LoadScreen.h
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326 lines (274 loc) · 13.2 KB
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/*
** Command & Conquer Generals Zero Hour(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) 2001-2003 Electronic Arts Inc. //
// //
////////////////////////////////////////////////////////////////////////////////
// FILE: LoadScreen.h /////////////////////////////////////////////////////////////////////////////////
// Author: Chris Huybregts, March 2002
// Desc: The file will hold the LoadScreen Base class and it's derived classes
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "Lib/BaseType.h"
#include "Common/SubsystemInterface.h"
#include "GameClient/GameWindow.h"
#include "GameNetwork/GameInfo.h"
#include "GameClient/CampaignManager.h"
#include "GameClient/ChallengeGenerals.h"
// FORWARD REFERENCES /////////////////////////////////////////////////////////
// TYPE DEFINES ///////////////////////////////////////////////////////////////
class VideoBuffer;
class VideoStreamInterface;
class WindowVideoManager;
///////////////////////////////////////////////////////////////////////////////////////////////////
// Class LoadScreen is the parent class for each other kind of load screen
///////////////////////////////////////////////////////////////////////////////////////////////////
class LoadScreen
{
public:
LoadScreen();
virtual ~LoadScreen();
virtual void init( GameInfo *game ) = 0; ///< Init the loadscreen
virtual void reset() = 0; ///< Reset the system
virtual void update() = 0; ///< Update the state of the slider bars
virtual void update( Int percent ); ///< Update the state of the slider bars
virtual void processProgress(Int playerId, Int percentage) = 0;
virtual void setProgressRange( Int min, Int max ) = 0;
protected:
void setLoadScreen( GameWindow *g ) { m_loadScreen = g; }
GameWindow *m_loadScreen; ///< The GameWindow that is our loadscreen
private:
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// class SinglePlayerLoadScreen is to be used only when we're loading a single player mission
///////////////////////////////////////////////////////////////////////////////////////////////////
class SinglePlayerLoadScreen : public LoadScreen
{
public:
SinglePlayerLoadScreen();
virtual ~SinglePlayerLoadScreen() override;
virtual void init( GameInfo *game ) override; ///< Init the loadscreen
virtual void reset() override; ///< Reset the system
virtual void update() override
{
DEBUG_CRASH(("Call update(Int) instead. This update isn't supported"));
};
virtual void update(Int percent) override; ///< Update the state of the progress bar
virtual void processProgress(Int playerId, Int percentage) override
{
DEBUG_CRASH(("We Got to a single player load screen throw the Network..."));
}
virtual void setProgressRange( Int min, Int max ) override;
private:
GameWindow *m_progressBar; ///< Pointer to the Progress Bar on the window
GameWindow *m_percent;
GameWindow *m_objectiveWin;
GameWindow *m_objectiveLines[MAX_OBJECTIVE_LINES];
GameWindow *m_unitDesc[MAX_DISPLAYED_UNITS];
GameWindow *m_location;
Int m_currentObjectiveLine;
Int m_currentObjectiveLineCharacter;
Int m_currentObjectiveWidthOffset;
Bool m_finishedObjectiveText;
UnicodeString m_unicodeObjectiveLines[MAX_OBJECTIVE_LINES];
VideoBuffer *m_videoBuffer;
VideoStreamInterface *m_videoStream;
void moveWindows( Int frame );
AudioEventRTS m_ambientLoop;
AudioHandle m_ambientLoopHandle;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// class ChallengeLoadScreen is to be used only when we're loading a Generals' Challenge mission
///////////////////////////////////////////////////////////////////////////////////////////////////
class ChallengeLoadScreen : public LoadScreen
{
public:
ChallengeLoadScreen();
virtual ~ChallengeLoadScreen() override;
virtual void init( GameInfo *game ) override; ///< Init the loadscreen
virtual void reset() override; ///< Reset the system
virtual void update() override
{
DEBUG_CRASH(("Call update(Int) instead. This update isn't supported"));
};
virtual void update(Int percent) override; ///< Update the state of the progress bar
virtual void processProgress(Int playerId, Int percentage) override
{
DEBUG_CRASH(("We Got to a single player load screen throw the Network..."));
}
virtual void setProgressRange( Int min, Int max ) override;
private:
GameWindow *m_progressBar; ///< Pointer to the Progress Bar on the window
VideoBuffer *m_videoBuffer;
VideoStreamInterface *m_videoStream;
WindowVideoManager *m_wndVideoManager;
AudioEventRTS m_ambientLoop;
AudioHandle m_ambientLoopHandle;
GameWindow *m_bioNameLeft;
GameWindow *m_bioAgeLeft;
GameWindow *m_bioBirthplaceLeft;
GameWindow *m_bioStrategyLeft;
GameWindow *m_bioBigNameEntryLeft;
GameWindow *m_bioNameEntryLeft;
GameWindow *m_bioAgeEntryLeft;
GameWindow *m_bioBirthplaceEntryLeft;
GameWindow *m_bioStrategyEntryLeft;
GameWindow *m_bioNameRight;
GameWindow *m_bioAgeRight;
GameWindow *m_bioBirthplaceRight;
GameWindow *m_bioStrategyRight;
GameWindow *m_bioBigNameEntryRight;
GameWindow *m_bioNameEntryRight;
GameWindow *m_bioAgeEntryRight;
GameWindow *m_bioBirthplaceEntryRight;
GameWindow *m_bioStrategyEntryRight;
GameWindow *m_portraitLeft;
GameWindow *m_portraitRight;
GameWindow *m_portraitMovieLeft;
GameWindow *m_portraitMovieRight;
// GameWindow *m_overlayReticleCrosshairs;
GameWindow *m_overlayReticleCircleLineOuter;
GameWindow *m_overlayReticleCircleLineInner;
GameWindow *m_overlayReticleCircleAlphaOuter;
GameWindow *m_overlayReticleCircleAlphaInner;
GameWindow *m_overlayVsBackdrop;
GameWindow *m_overlayVs;
void activatePieces( Int frame, const GeneralPersona *generalPlayer, const GeneralPersona *generalOpponent );
void activatePiecesMinSpec(const GeneralPersona *generalPlayer, const GeneralPersona *generalOpponent);
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// class ShellGameLoadScreen is to be used for the Shell Game loadscreen
//// ///////////////////////////////////////////////////////////////////////////////////////////////
class ShellGameLoadScreen : public LoadScreen
{
public:
ShellGameLoadScreen();
virtual ~ShellGameLoadScreen() override;
virtual void init( GameInfo *game ) override; ///< Init the loadscreen
virtual void reset() override; ///< Reset the system
virtual void update() override
{
DEBUG_CRASH(("Call update(Int) instead. This update isn't supported"));
};
virtual void update(Int percent) override; ///< Update the state of the progress bar
virtual void processProgress(Int playerId, Int percentage) override
{
DEBUG_CRASH(("We Got to a single player load screen throw the Network..."));
}
virtual void setProgressRange( Int min, Int max ) override { }
private:
GameWindow *m_progressBar ; ///< Pointer to the Progress Bar on the window
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// class MultiPlayerLoadScreen is to be used for multiplayer communication on the loadscreens
//// ///////////////////////////////////////////////////////////////////////////////////////////////
class MultiPlayerLoadScreen : public LoadScreen
{
public:
MultiPlayerLoadScreen();
virtual ~MultiPlayerLoadScreen() override;
virtual void init( GameInfo *game ) override; ///< Init the loadscreen
virtual void reset() override; ///< Reset the system
virtual void update() override
{
DEBUG_CRASH(("Call update(Int) instead. This update isn't supported"));
};
virtual void update(Int percent) override; ///< Update the state of the progress bar
virtual void processProgress(Int playerId, Int percentage) override;
virtual void setProgressRange( Int min, Int max ) override { }
private:
GameWindow *m_progressBars[MAX_SLOTS]; ///< pointer array to all the progress bars on the window
GameWindow *m_playerNames[MAX_SLOTS]; ///< pointer array to all the static text player names on the window
GameWindow *m_playerSide[MAX_SLOTS]; ///< pointer array to all the static text player sides
Int m_playerLookup[MAX_SLOTS]; ///< lookup table to translate network slot info screen slot (to account for holes in the slot list)
GameWindow *m_mapPreview;
GameWindow *m_buttonMapStartPosition[MAX_SLOTS];
GameWindow *m_portraitLocalGeneral;
GameWindow *m_featuresLocalGeneral;
GameWindow *m_nameLocalGeneral;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// class MultiPlayerLoadScreen is to be used for multiplayer communication on the loadscreens
//// ///////////////////////////////////////////////////////////////////////////////////////////////
class GameSpyLoadScreen : public LoadScreen
{
public:
GameSpyLoadScreen();
virtual ~GameSpyLoadScreen() override;
virtual void init( GameInfo *game ) override; ///< Init the loadscreen
virtual void reset() override; ///< Reset the system
virtual void update() override
{
DEBUG_CRASH(("Call update(Int) instead. This update isn't supported"));
};
virtual void update(Int percent) override; ///< Update the state of the progress bar
virtual void processProgress(Int playerId, Int percentage) override;
virtual void setProgressRange( Int min, Int max ) override { }
private:
GameWindow *m_progressBars[MAX_SLOTS]; ///< pointer array to all the progress bars on the window
GameWindow *m_playerNames[MAX_SLOTS]; ///< pointer array to all the static text player names on the window
GameWindow *m_playerSide[MAX_SLOTS]; ///< pointer array to all the static text player sides
GameWindow *m_playerFavoriteFactions[MAX_SLOTS]; ///< pointer array to all the static text player sides
GameWindow *m_playerTotalDisconnects[MAX_SLOTS]; ///< pointer array to all the static text player sides
GameWindow *m_playerWin[MAX_SLOTS]; ///< pointer array to all the static text player sides
GameWindow *m_playerWinLosses[MAX_SLOTS]; ///< pointer array to all the static text player sides
GameWindow *m_playerRank[MAX_SLOTS]; ///< pointer array to all the static text player sides
GameWindow *m_playerOfficerMedal[MAX_SLOTS]; ///< pointer array to all the static text player munkees
GameWindow *m_mapPreview;
GameWindow *m_buttonMapStartPosition[MAX_SLOTS];
Int m_playerLookup[MAX_SLOTS]; ///< lookup table to translate network slot info screen slot (to account for holes in the slot list)
GameWindow *m_portraitLocalGeneral;
GameWindow *m_featuresLocalGeneral;
GameWindow *m_nameLocalGeneral;
};
///////////////////////////////////////////////////////////////////////////////////////////////////
// class MapTransferLoadScreen is to be used for map transfers before multiplayer game load screens
//// ///////////////////////////////////////////////////////////////////////////////////////////////
class MapTransferLoadScreen : public LoadScreen
{
public:
MapTransferLoadScreen();
virtual ~MapTransferLoadScreen() override;
virtual void init( GameInfo *game ) override; ///< Init the loadscreen
virtual void reset() override; ///< Reset the system
virtual void update() override
{
DEBUG_CRASH(("Call update(Int) instead. This update isn't supported"));
};
virtual void update(Int percent) override; ///< Update the state of the progress bar
virtual void processProgress(Int playerId, Int percentage) override
{
DEBUG_CRASH(("Call processProgress(Int, Int, AsciiString) instead."));
}
void processProgress(Int playerId, Int percentage, AsciiString stateStr);
virtual void setProgressRange( Int min, Int max ) override { }
void processTimeout(Int secondsLeft);
void setCurrentFilename(AsciiString filename);
private:
GameWindow *m_progressBars[MAX_SLOTS]; ///< pointer array to all the progress bars on the window
GameWindow *m_playerNames[MAX_SLOTS]; ///< pointer array to all the static text player names on the window
GameWindow *m_progressText[MAX_SLOTS]; ///< pointer array to all the static text player sides
Int m_playerLookup[MAX_SLOTS]; ///< lookup table to translate network slot info screen slot (to account for holes in the slot list)
Int m_oldProgress[MAX_SLOTS]; ///< old vals, so we can call processProgress() every frame and not touch the GUI
GameWindow *m_fileNameText;
GameWindow *m_timeoutText;
Int m_oldTimeout; ///< old val, so we can call processTimeout() every frame and not touch the GUI
};