CnC_Remastered_Collection/REDALERT/POWER.H

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//
// Copyright 2020 Electronic Arts Inc.
//
// TiberianDawn.DLL and RedAlert.dll and corresponding source code 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.
// TiberianDawn.DLL and RedAlert.dll and corresponding source code is distributed
// in the hope that it will be useful, but with permitted additional restrictions
// under Section 7 of the GPL. See the GNU General Public License in LICENSE.TXT
// distributed with this program. You should have received a copy of the
// GNU General Public License along with permitted additional restrictions
// with this program. If not, see https://github.com/electronicarts/CnC_Remastered_Collection
/* $Header: /CounterStrike/POWER.H 1 3/03/97 10:25a Joe_bostic $ */
/***********************************************************************************************
*** 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 ***
***********************************************************************************************
* *
* Project Name : Command & Conquer *
* *
* File Name : POWER.H *
* *
* Programmer : Joe L. Bostic *
* *
* Start Date : 12/15/94 *
* *
* Last Update : December 15, 1994 [JLB] *
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef POWER_H
#define POWER_H
#include "radar.h"
class PowerClass : public RadarClass
{
public:
PowerClass(void);
PowerClass(NoInitClass const & x) : RadarClass(x), FlashTimer(x) {};
/*
** Initialization
*/
virtual void One_Time(void); // One-time inits
virtual void Init_Clear(void); // Clears all to known state
virtual void Draw_It(bool complete=false);
virtual void AI(KeyNumType &input, int x, int y);
virtual void Refresh_Cells(CELL cell, short const *list);
void Flash_Power(void);
unsigned IsToRedraw:1;
protected:
/*
** This gadget is used to capture mouse input on the power bar.
*/
class PowerButtonClass : public GadgetClass {
public:
PowerButtonClass(void) : GadgetClass(0,0,0,0,LEFTPRESS|LEFTRELEASE|LEFTHELD|LEFTUP|RIGHTPRESS,true) {};
protected:
virtual int Action(unsigned flags, KeyNumType & key);
friend class PowerClass;
};
/*
** This is the "button" that tracks all input to the tactical map.
** It must be available to derived classes, for Save/Load purposes.
*/
static PowerButtonClass PowerButton;
enum PowerEnums {
POWER_X=10*ICON_PIXEL_W,
#ifdef WIN32
POWER_Y= (7+70+13),
POWER_HEIGHT=(200-(7+70+13)),
#else
POWER_Y= (88+9),
POWER_HEIGHT=80,
#endif
POWER_WIDTH=8,
POWER_LINE_SPACE=5,
POWER_LINE_WIDTH=3,
POWER_STEP_LEVEL=100,
POWER_STEP_FACTOR=5
};
private:
int Power_Height(int value);
unsigned IsActive:1;
/*
** If the power bar should be rendered with some flash effect then
** this specifies the duration that the flash will occur.
*/
CDTimerClass<FrameTimerClass> FlashTimer;
int RecordedDrain;
int RecordedPower;
int DesiredDrainHeight;
int DesiredPowerHeight;
int DrainHeight;
int PowerHeight;
int DrainBounce;
int PowerBounce;
short PowerDir;
short DrainDir;
/*
** Points to the shape to use for the "desired" power level indicator.
*/
static void const * PowerShape;
static void const * PowerBarShape;
};
#endif