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Initial commit of Command & Conquer Renegade source code.
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192
Code/Commando/textdisplay.h
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192
Code/Commando/textdisplay.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Commando/textdisplay.h $*
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* *
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* $Author:: Jani_p $*
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* *
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* $Modtime:: 9/27/01 9:41a $*
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* *
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* $Revision:: 29 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef TEXTDISPLAY_H
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#define TEXTDISPLAY_H
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#ifndef ALWAYS_H
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#include "always.h"
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#endif
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#ifndef GAMEMODE_H
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#include "gamemode.h"
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#endif
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#ifndef SLIST_H
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#include "slist.h"
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#endif
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#ifndef WWSTRING_H
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#include "wwstring.h"
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#endif
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#ifndef DEBUG_H
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#include "debug.h"
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#endif
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#ifndef VECTOR2_H
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#include "vector2.h"
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#endif
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#ifndef VECTOR4_H
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#include "vector4.h"
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#endif
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class Font3DInstanceClass;
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class Render2DTextClass;
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/*
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**
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*/
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class TextDebugDisplayHandlerClass : public DebugDisplayHandlerClass {
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public:
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virtual void Display_Text( const char * string, const Vector4 & color = Vector4( 1,1,1,1 ) );
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virtual void Display_Text( const WideStringClass & string, const Vector4 & color = Vector4( 1,1,1,1 ) );
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};
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/*
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** TextDisplayLine
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*/
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class TextDisplayLine {
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public:
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TextDisplayLine( const WideStringClass & text, unsigned long color );
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float Update_Time( float seconds ) { Time += seconds; return Time; }
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int Get_Line_Count( void ) { return LineCount; }
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WideStringClass Text;
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unsigned long Color;
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float Time;
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int LineCount;
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};
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/*
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** TextDisplayGameMode - Game (Sub) Mode to display text
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*/
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#define Get_Text_Display() TextDisplayGameModeClass::Get_Instance()
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class TextDisplayGameModeClass : public GameModeClass {
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public:
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virtual const char *Name() { return "TextDisplay"; } // the name of this mode
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virtual void Init(); // called when the mode is activated
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virtual void Shutdown(); // called when the mode is deactivated
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virtual void Think(); // called each time through the main loop
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virtual void Render(); // called each time through the main loop
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static TextDisplayGameModeClass * Get_Instance() { return Instance; }
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void Flush( void );
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/*
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** Scrolling Lines
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*/
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void Set_Max_Scroll_Lines( int count ) { MaxScrollLines = count; }
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int Get_Max_Scroll_Lines( void ) { return MaxScrollLines; }
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void Set_Scroll_Lines_Persist_Time( float time ) { ScrollLinesPersistTime = time; }
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float Get_Scroll_Lines_Persist_Time( void ) { return ScrollLinesPersistTime; }
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void Print( const char * text, const Vector4 & color = Vector4( 1,1,1,1 ) );
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void Print( const WideStringClass & text, const Vector4 & color = Vector4( 1,1,1,1 ) );
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void Print( const char * text, const Vector3 & color = Vector3( 1,1,1 ) );
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void Print( const WideStringClass & text, const Vector3 & color = Vector3( 1,1,1 ) );
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void Print_System( const char * text, ... );
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void Print_System( const WideStringClass & string );
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void Print_Informational( const char * text, ... );
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void Print_Informational( const WideStringClass & string );
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void Set_Input_Text( const char * text )
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{
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TextChanged|=InputText!=text;
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InputText = text;
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}
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void Set_Help_Text( const char * text )
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{
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TextChanged|=HelpText!=text;
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HelpText = text;
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}
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void Set_Verbose_Help_Text( const char * text )
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{
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VerboseTextChanged|=VerboseHelpText!=text;
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VerboseHelpText = text;
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}
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void Display_Vis_Warning( bool on ) { DisplayVisWarning = on; }
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private:
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Font3DInstanceClass * Font;
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Font3DInstanceClass * MonoFont;
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Render2DTextClass * Display;
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Render2DTextClass * VerboseDisplay;
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Render2DTextClass * StatisticsDisplay;
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DynamicVectorClass<WideStringClass> RendererLines;
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DynamicVectorClass<unsigned long> RendererColors;
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float DisplayY;
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SList<TextDisplayLine> ScrollLines;
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StringClass InputText;
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StringClass HelpText;
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StringClass VerboseHelpText;
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bool TextChanged;
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bool VerboseTextChanged;
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bool DisplayVisWarning;
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int MaxScrollLines;
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float ScrollLinesPersistTime;
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float VerticalScroll;
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static TextDisplayGameModeClass * Instance;
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/*
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*/
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int Count_Scroll_Lines( void );
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void Load_Registry_Keys(void);
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void Save_Registry_Keys(void);
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};
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/*
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** Statistics Display
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*/
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class StatisticsDisplayManager {
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public:
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static void Render( Render2DTextClass * renderer );
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static void Set_Display( const char * title );
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static bool Is_Current_Display( const char* title); // Returns true if "title" is currently active
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static void Set_Stat( const char * title, const char * text, unsigned long color = 0xffffffff, const Vector2& location = Vector2( 0, -240 ) );
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};
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#endif
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