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W3DInGameUI.h
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86 lines (70 loc) · 3.29 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: W3DInGameUI.h ////////////////////////////////////////////////////////
//
// W3D implementation of the in game user interface, the in game ui is
// responsible for
//
// Author: Colin Day, April 2001
//
///////////////////////////////////////////////////////////////////////////////
#pragma once
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
// USER INCLUDES //////////////////////////////////////////////////////////////
#include "Common/GlobalData.h"
#include "GameClient/InGameUI.h"
#include "GameClient/View.h"
#include "W3DDevice/GameClient/W3DView.h"
#include "WW3D2/render2d.h"
#include "WW3D2/rendobj.h"
#include "WW3D2/line3d.h"
class HAnimClass;
// W3DInGameUI ----------------------------------------------------------------
/** Implementation for the W3D game user interface. This singleton is
* responsible for all user interaction and feedback with as part of the
* user interface */
//-----------------------------------------------------------------------------
class W3DInGameUI : public InGameUI
{
public:
W3DInGameUI();
virtual ~W3DInGameUI();
// Inherited from subsystem interface -----------------------------------------------------------
virtual void init(); ///< Initialize the in-game user interface
virtual void update(); //< Update the UI by calling preDraw(), draw(), and postDraw()
virtual void reset(); ///< Reset
//-----------------------------------------------------------------------------------------------
virtual void draw(); ///< Render the in-game user interface
protected:
/// factory for views
// TheSuperHackers @fix bobtista 31/01/2026 Return dummy in headless mode
virtual View *createView() { return TheGlobalData->m_headless ? static_cast<View*>(NEW ViewDummy) : NEW W3DView; }
virtual void drawSelectionRegion(); ///< draw the selection region on screen
virtual void drawMoveHints( View *view ); ///< draw move hint visual feedback
virtual void drawAttackHints( View *view ); ///< draw attack hint visual feedback
virtual void drawPlaceAngle( View *view ); ///< draw place building angle if needed
RenderObjClass *m_moveHintRenderObj[ MAX_MOVE_HINTS ];
HAnimClass *m_moveHintAnim[ MAX_MOVE_HINTS ];
RenderObjClass *m_buildingPlacementAnchor;
RenderObjClass *m_buildingPlacementArrow;
};