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W3DDisplayStringManager.h
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70 lines (54 loc) · 2.57 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: W3DDisplayStringManager.h ////////////////////////////////////////////////////////////////
// Created: Colin Day, July 2001
// Desc: Access for creating game managed display strings
///////////////////////////////////////////////////////////////////////////////////////////////////
#pragma once
#include "GameClient/DisplayStringManager.h"
#include "W3DDevice/GameClient/W3DDisplayString.h"
//-------------------------------------------------------------------------------------------------
/** Access for creating game managed display strings */
//-------------------------------------------------------------------------------------------------
#define MAX_GROUPS 10
class W3DDisplayStringManager : public DisplayStringManager
{
public:
W3DDisplayStringManager();
virtual ~W3DDisplayStringManager();
// Initialize our numeral strings in postProcessLoad
virtual void postProcessLoad();
/// update method for all our display strings
virtual void update();
/// allocate a new display string
virtual DisplayString *newDisplayString();
/// free a display string
virtual void freeDisplayString( DisplayString *string );
// This is used to save us a few FPS and storage space. There's no reason to
// duplicate the DisplayString on every drawable when 1 copy will suffice.
virtual DisplayString *getGroupNumeralString( Int numeral );
virtual DisplayString *getFormationLetterString() { return m_formationLetterDisplayString; };
protected:
DisplayString *m_groupNumeralStrings[ MAX_GROUPS ];
DisplayString *m_formationLetterDisplayString;
};