GSCREEN.H (5526B)
1 // 2 // Copyright 2020 Electronic Arts Inc. 3 // 4 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is free 5 // software: you can redistribute it and/or modify it under the terms of 6 // the GNU General Public License as published by the Free Software Foundation, 7 // either version 3 of the License, or (at your option) any later version. 8 9 // TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed 10 // in the hope that it will be useful, but with permitted additional restrictions 11 // under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT 12 // distributed with this program. You should have received a copy of the 13 // GNU General Public License along with permitted additional restrictions 14 // with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection 15 16 /* $Header: /CounterStrike/GSCREEN.H 1 3/03/97 10:24a Joe_bostic $ */ 17 /*********************************************************************************************** 18 *** 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 *** 19 *********************************************************************************************** 20 * * 21 * Project Name : Command & Conquer * 22 * * 23 * File Name : GSCREEN.H * 24 * * 25 * Programmer : Joe L. Bostic * 26 * * 27 * Start Date : 12/15/94 * 28 * * 29 * Last Update : December 15, 1994 [JLB] * 30 * * 31 *---------------------------------------------------------------------------------------------* 32 * Functions: * 33 * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ 34 35 #ifndef GSCREEN_H 36 #define GSCREEN_H 37 38 #include "function.h" 39 #include "cell.h" 40 41 class GScreenClass 42 { 43 public: 44 45 GScreenClass(void); 46 GScreenClass(NoInitClass const &) {}; 47 48 /* 49 ** Initialization 50 */ 51 virtual void One_Time(void); // One-time initializations 52 virtual void Init(TheaterType = THEATER_NONE); // Inits everything 53 virtual void Init_Clear(void); // Clears all to known state 54 virtual void Init_IO(void); // Inits button list 55 virtual void Init_Theater(TheaterType theater); // Theater-specific inits 56 57 /* 58 ** Player I/O is routed through here. It is called every game tick. 59 */ 60 virtual void Input(KeyNumType & key, int & x, int & y); 61 virtual void AI(KeyNumType &, int, int) {}; 62 virtual void Add_A_Button(GadgetClass & gadget); 63 virtual void Remove_A_Button(GadgetClass & gadget); 64 65 /* 66 ** Called when map needs complete updating. 67 */ 68 virtual void Flag_To_Redraw(bool complete=false); 69 70 /* 71 ** Render maintenance routine (call every game tick). Probably no need 72 ** to override this in derived classes. 73 */ 74 virtual void Render(void); 75 76 /* 77 ** Is called when actual drawing is required. This is the function to 78 ** override in derived classes. 79 */ 80 virtual void Draw_It(bool =false) {}; 81 82 /* 83 ** This moves the hidpage up to the seenpage. 84 */ 85 virtual void Blit_Display(void); 86 87 /* 88 ** Changes the mouse shape as indicated. 89 */ 90 virtual void Set_Default_Mouse(MouseType mouse, bool wsmall) = 0; 91 virtual bool Override_Mouse_Shape(MouseType mouse, bool wsmall) = 0; 92 virtual void Revert_Mouse_Shape(void) = 0; 93 virtual void Mouse_Small(bool wsmall) = 0; 94 95 /* 96 ** Misc routines. 97 */ 98 virtual void * Shadow_Address(void) {return(ShadowPage);}; 99 100 /* 101 ** This points to the buttons that are used for input. All of the derived classes will 102 ** attached their specific buttons to this list. 103 */ 104 static GadgetClass * Buttons; 105 106 private: 107 108 /* 109 ** If the entire map is required to redraw, then this flag is true. This flag 110 ** is set by the Flag_To_Redraw function. Typically, this occurs when the screen 111 ** has been trashed or is first created. 112 */ 113 unsigned IsToRedraw:1; 114 115 /* 116 ** If only a sub-system of the map must be redrawn, then this flag will be set. 117 ** An example of something that would set this flag would be an animating icon 118 ** in the sidebar. In such a case, complete redrawing of the entire display is not 119 ** necessary, but the Draw_It function should still be called so that the appropriate 120 ** class can perform it's rendering. 121 */ 122 unsigned IsToUpdate:1; 123 124 /* 125 ** Pointer to an exact copy of the visible graphic page. This copy is used to speed 126 ** display rendering by using an only-update-changed-pixels algorithm. 127 */ 128 static GraphicBufferClass * ShadowPage; 129 130 /* 131 ** Some additional padding in case we need to add data to the class and maintain backwards compatibility for save/load 132 */ 133 unsigned char SaveLoadPadding[1024]; 134 }; 135 136 #endif