Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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InGameUI Class Referenceabstract

#include <InGameUI.h>

Inherits SubsystemInterface, and Snapshot.

Inherited by W3DInGameUI.

Classes

struct  MilitarySubtitleData
 
struct  MoveHintStruct
 
struct  UIMessage
 

Public Types

enum  SelectionRules { SELECTION_ANY , SELECTION_ALL }
 
enum  ActionType {
  ACTIONTYPE_NONE , ACTIONTYPE_ATTACK_OBJECT , ACTIONTYPE_GET_REPAIRED_AT , ACTIONTYPE_DOCK_AT ,
  ACTIONTYPE_GET_HEALED_AT , ACTIONTYPE_REPAIR_OBJECT , ACTIONTYPE_RESUME_CONSTRUCTION , ACTIONTYPE_ENTER_OBJECT ,
  ACTIONTYPE_HIJACK_VEHICLE , ACTIONTYPE_CONVERT_OBJECT_TO_CARBOMB , ACTIONTYPE_CAPTURE_BUILDING , ACTIONTYPE_DISABLE_VEHICLE_VIA_HACKING ,
  ACTIONTYPE_STEAL_CASH_VIA_HACKING , ACTIONTYPE_DISABLE_BUILDING_VIA_HACKING , ACTIONTYPE_MAKE_DEFECTOR , ACTIONTYPE_SET_RALLY_POINT ,
  ACTIONTYPE_COMBATDROP_INTO , ACTIONTYPE_SABOTAGE_BUILDING , NUM_ACTIONTYPES
}
 

Public Member Functions

 InGameUI (void)
 
virtual ~InGameUI (void)
 
virtual void init (void)
 Initialize the in-game user interface.
 
virtual void update (void)
 Update the UI by calling preDraw(), draw(), and postDraw()
 
virtual void reset (void)
 Reset.
 
virtual void popupMessage (const AsciiString &message, Int x, Int y, Int width, Bool pause, Bool pauseMusic)
 
virtual void popupMessage (const AsciiString &message, Int x, Int y, Int width, Color textColor, Bool pause, Bool pauseMusic)
 
PopupMessageDatagetPopupMessageData (void)
 
void clearPopupMessageData (void)
 
virtual void messageColor (const RGBColor *rgbColor, UnicodeString format,...)
 display a colored message to the user
 
virtual void message (UnicodeString format,...)
 display a message to the user
 
virtual void message (AsciiString stringManagerLabel,...)
 display a message to the user
 
virtual void toggleMessages (void)
 toggle messages on/off
 
virtual Bool isMessagesOn (void)
 are the display messages on
 
void freeMessageResources (void)
 free resources for the ui messages
 
Color getMessageColor (Bool altColor)
 
virtual void militarySubtitle (const AsciiString &label, Int duration)
 
virtual void removeMilitarySubtitle (void)
 
virtual void displayCantBuildMessage (LegalBuildCode lbc)
 display message to use as to why they can't build here
 
virtual void beginAreaSelectHint (const GameMessage *msg)
 Used by HintSpy. An area selection is occurring, start graphical "hint".
 
virtual void endAreaSelectHint (const GameMessage *msg)
 Used by HintSpy. An area selection had occurred, finish graphical "hint".
 
virtual void createMoveHint (const GameMessage *msg)
 A move command has occurred, start graphical "hint".
 
virtual void createAttackHint (const GameMessage *msg)
 An attack command has occurred, start graphical "hint".
 
virtual void createForceAttackHint (const GameMessage *msg)
 A force attack command has occurred, start graphical "hint".
 
virtual void createMouseoverHint (const GameMessage *msg)
 An object is mouse hovered over, start hint if any.
 
virtual void createCommandHint (const GameMessage *msg)
 Used by HintSpy. Someone is selected so generate the right Cursor for the potential action.
 
virtual void createGarrisonHint (const GameMessage *msg)
 A garrison command has occurred, start graphical "hint".
 
virtual void addSuperweapon (Int playerIndex, const AsciiString &powerName, ObjectID id, const SpecialPowerTemplate *powerTemplate)
 
virtual Bool removeSuperweapon (Int playerIndex, const AsciiString &powerName, ObjectID id, const SpecialPowerTemplate *powerTemplate)
 
virtual void objectChangedTeam (const Object *obj, Int oldPlayerIndex, Int newPlayerIndex)
 
virtual void setSuperweaponDisplayEnabledByScript (Bool enable)
 Set the superweapon display enabled or disabled.
 
virtual Bool getSuperweaponDisplayEnabledByScript (void) const
 Get the current superweapon display status.
 
virtual void hideObjectSuperweaponDisplayByScript (const Object *obj)
 
virtual void showObjectSuperweaponDisplayByScript (const Object *obj)
 
void addNamedTimer (const AsciiString &timerName, const UnicodeString &text, Bool isCountdown)
 
void removeNamedTimer (const AsciiString &timerName)
 
void showNamedTimerDisplay (Bool show)
 
virtual void setScrolling (Bool isScrolling)
 set right-click scroll mode
 
virtual Bool isScrolling (void)
 are we scrolling?
 
virtual void setSelecting (Bool isSelecting)
 set drag select mode
 
virtual Bool isSelecting (void)
 are we selecting?
 
virtual void setScrollAmount (Coord2D amt)
 set scroll amount
 
virtual Coord2D getScrollAmount (void)
 get scroll amount
 
virtual void setGUICommand (const CommandButton *command)
 the command has been clicked in the UI and needs additional data
 
virtual const CommandButtongetGUICommand (void) const
 get the pending gui command
 
virtual void placeBuildAvailable (const ThingTemplate *build, Drawable *buildDrawable)
 built thing being placed
 
virtual const ThingTemplategetPendingPlaceType (void)
 get item we're trying to place
 
virtual const ObjectID getPendingPlaceSourceObjectID (void)
 get producing object
 
virtual Bool getPreventLeftClickDeselectionInAlternateMouseModeForOneClick () const
 
virtual void setPreventLeftClickDeselectionInAlternateMouseModeForOneClick (Bool set)
 
virtual void setPlacementStart (const ICoord2D *start)
 placement anchor point (for choosing angles)
 
virtual void setPlacementEnd (const ICoord2D *end)
 set target placement point (for choosing angles)
 
virtual Bool isPlacementAnchored (void)
 is placement arrow anchor set
 
virtual void getPlacementPoints (ICoord2D *start, ICoord2D *end)
 get the placemnt arrow points
 
virtual Real getPlacementAngle (void)
 placement angle of drawable at cursor when placing down structures
 
virtual void selectDrawable (Drawable *draw)
 Mark given Drawable as "selected".
 
virtual void deselectDrawable (Drawable *draw)
 Clear "selected" status from Drawable.
 
virtual void deselectAllDrawables (Bool postMsg=true)
 Clear the "select" flag from all drawables.
 
virtual Int getSelectCount (void)
 Get count of currently selected drawables.
 
virtual Int getMaxSelectCount (void)
 Get the max number of selected drawables.
 
virtual UnsignedInt getFrameSelectionChanged (void)
 Get the max number of selected drawables.
 
virtual const DrawableListgetAllSelectedDrawables (void) const
 Return the list of all the currently selected Drawable IDs.
 
virtual const DrawableListgetAllSelectedLocalDrawables (void)
 Return the list of all the currently selected Drawable IDs owned by the current player.
 
virtual DrawablegetFirstSelectedDrawable (void)
 get the first selected drawable (if any)
 
virtual DrawableID getSoloNexusSelectedDrawableID (void)
 Return the one drawable of the nexus if only 1 angry mob is selected.
 
virtual Bool isDrawableSelected (DrawableID idToCheck) const
 Return true if the selected ID is in the drawable list.
 
virtual Bool isAnySelectedKindOf (KindOfType kindOf) const
 is any selected object a kind of
 
virtual Bool isAllSelectedKindOf (KindOfType kindOf) const
 are all selected objects a kind of
 
virtual void setRadiusCursor (RadiusCursorType r, const SpecialPowerTemplate *sp, WeaponSlotType wslot)
 
virtual void setRadiusCursorNone ()
 
virtual void setInputEnabled (Bool enable)
 Set the input enabled or disabled.
 
virtual Bool getInputEnabled (void)
 Get the current input status.
 
virtual void disregardDrawable (Drawable *draw)
 Drawable is being destroyed, clean up any UI elements associated with it.
 
virtual void preDraw (void)
 Logic which needs to occur before the UI renders.
 
virtual void draw (void)=0
 Render the in-game user interface.
 
virtual void postDraw (void)
 Logic which needs to occur after the UI renders.
 
virtual void playMovie (const AsciiString &movieName)
 Ingame video playback.
 
virtual void stopMovie (void)
 
virtual VideoBuffervideoBuffer (void)
 
virtual void playCameoMovie (const AsciiString &movieName)
 Ingame cameo video playback.
 
virtual void stopCameoMovie (void)
 
virtual VideoBuffercameoVideoBuffer (void)
 
virtual DrawableID getMousedOverDrawableID (void) const
 Get drawble ID of drawable under cursor.
 
virtual void setQuitMenuVisible (Bool t)
 Set the ingame flag as to if we have the Quit menu up or not.
 
virtual Bool isQuitMenuVisible (void) const
 
virtual const FieldParsegetFieldParse (void) const
 
Bool areSelectedObjectsControllable () const
 
Bool canSelectedObjectsNonAttackInteractWithObject (const Object *objectToInteractWith, SelectionRules rule) const
 
CanAttackResult getCanSelectedObjectsAttack (ActionType action, const Object *objectToInteractWith, SelectionRules rule, Bool additionalChecking=FALSE) const
 
Bool canSelectedObjectsDoAction (ActionType action, const Object *objectToInteractWith, SelectionRules rule, Bool additionalChecking=FALSE) const
 
Bool canSelectedObjectsDoSpecialPower (const CommandButton *command, const Object *objectToInteractWith, const Coord3D *position, SelectionRules rule, UnsignedInt commandOptions, Object *ignoreSelObj) const
 
Bool canSelectedObjectsEffectivelyUseWeapon (const CommandButton *command, const Object *objectToInteractWith, const Coord3D *position, SelectionRules rule) const
 
Bool canSelectedObjectsOverrideSpecialPowerDestination (const Coord3D *loc, SelectionRules rule, SpecialPowerType spType=SPECIAL_INVALID) const
 
virtual Int selectUnitsMatchingCurrentSelection ()
 selects matching units
 
virtual Int selectMatchingAcrossScreen ()
 selects matching units across screen
 
virtual Int selectMatchingAcrossMap ()
 selects matching units across map
 
virtual Int selectMatchingAcrossRegion (IRegion2D *region)
 
virtual Int selectAllUnitsByType (KindOfMaskType mustBeSet, KindOfMaskType mustBeClear)
 
virtual Int selectAllUnitsByTypeAcrossScreen (KindOfMaskType mustBeSet, KindOfMaskType mustBeClear)
 
virtual Int selectAllUnitsByTypeAcrossMap (KindOfMaskType mustBeSet, KindOfMaskType mustBeClear)
 
virtual Int selectAllUnitsByTypeAcrossRegion (IRegion2D *region, KindOfMaskType mustBeSet, KindOfMaskType mustBeClear)
 
virtual void buildRegion (const ICoord2D *anchor, const ICoord2D *dest, IRegion2D *region)
 builds a region around the specified coordinates
 
virtual Bool getDisplayedMaxWarning (void)
 
virtual void setDisplayedMaxWarning (Bool selected)
 
virtual void addFloatingText (const UnicodeString &text, const Coord3D *pos, Color color)
 
AsciiString getDrawableCaptionFontName (void)
 
Int getDrawableCaptionPointSize (void)
 
Bool isDrawableCaptionBold (void)
 
Color getDrawableCaptionColor (void)
 
Bool shouldMoveRMBScrollAnchor (void)
 
Bool isClientQuiet (void) const
 
Bool isInWaypointMode (void) const
 
Bool isInForceAttackMode (void) const
 
Bool isInForceMoveToMode (void) const
 
Bool isInPreferSelectionMode (void) const
 
void setClientQuiet (Bool enabled)
 
void setWaypointMode (Bool enabled)
 
void setForceMoveMode (Bool enabled)
 
void setForceAttackMode (Bool enabled)
 
void setPreferSelectionMode (Bool enabled)
 
void toggleAttackMoveToMode (void)
 
Bool isInAttackMoveToMode (void) const
 
void clearAttackMoveToMode (void)
 
void setCameraRotateLeft (Bool set)
 
void setCameraRotateRight (Bool set)
 
void setCameraZoomIn (Bool set)
 
void setCameraZoomOut (Bool set)
 
void setCameraTrackingDrawable (Bool set)
 
Bool isCameraRotatingLeft () const
 
Bool isCameraRotatingRight () const
 
Bool isCameraZoomingIn () const
 
Bool isCameraZoomingOut () const
 
Bool isCameraTrackingDrawable () const
 
void resetCamera ()
 
virtual void addIdleWorker (Object *obj)
 
virtual void removeIdleWorker (Object *obj, Int playerNumber)
 
virtual void selectNextIdleWorker (void)
 
virtual void recreateControlBar (void)
 
virtual void disableTooltipsUntil (UnsignedInt frameNum)
 
virtual void clearTooltipsDisabled ()
 
virtual Bool areTooltipsDisabled () const
 
Bool getDrawRMBScrollAnchor () const
 
Bool getMoveRMBScrollAnchor () const
 
void setDrawRMBScrollAnchor (Bool b)
 
void setMoveRMBScrollAnchor (Bool b)
 
void registerWindowLayout (WindowLayout *layout)
 
void unregisterWindowLayout (WindowLayout *layout)
 
void triggerDoubleClickAttackMoveGuardHint (void)
 
void addWorldAnimation (Anim2DTemplate *animTemplate, const Coord3D *pos, WorldAnimationOptions options, Real durationInSeconds, Real zRisePerSecond)
 
- Public Member Functions inherited from SubsystemInterface
 SubsystemInterface ()
 
virtual ~SubsystemInterface ()
 
virtual void postProcessLoad ()
 
void UPDATE (void)
 
void DRAW (void)
 
AsciiString getName (void)
 
void setName (AsciiString name)
 
- Public Member Functions inherited from Snapshot
 Snapshot (void)
 
 ~Snapshot (void)
 

Protected Types

enum  HintType { MOVE_HINT = 0 , ATTACK_HINT , NUM_HINT_TYPES }
 
enum  MouseMode { MOUSEMODE_DEFAULT = 0 , MOUSEMODE_BUILD_PLACE , MOUSEMODE_GUI_COMMAND , MOUSEMODE_MAX }
 
enum  { MAX_MOVE_HINTS = 256 }
 
enum  { MAX_UI_MESSAGES = 6 }
 
typedef std::list< Object * > ObjectList
 
typedef std::list< Object * >::iterator ObjectListIt
 

Protected Member Functions

virtual void crc (Xfer *xfer)
 
virtual void xfer (Xfer *xfer)
 
virtual void loadPostProcess (void)
 
void destroyPlacementIcons (void)
 Destroy placement icons.
 
void handleBuildPlacements (void)
 handle updating of placement icons based on mouse pos
 
void handleRadiusCursor ()
 handle updating of "radius cursors" that follow the mouse pos
 
void incrementSelectCount (void)
 Increase by one the running total of "selected" drawables.
 
void decrementSelectCount (void)
 Decrease by one the running total of "selected" drawables.
 
virtual ViewcreateView (void)=0
 Factory for Views.
 
void evaluateSoloNexus (Drawable *newlyAddedDrawable=NULL)
 
void expireHint (HintType type, UnsignedInt hintIndex)
 expire a hint from of the specified type at the hint index
 
void createControlBar (void)
 create the control bar user interface
 
void createReplayControl (void)
 create the replay control window
 
void setMouseCursor (Mouse::MouseCursor c)
 
void addMessageText (const UnicodeString &formattedMessage, const RGBColor *rgbColor=NULL)
 internal workhorse for adding plain text for messages
 
void removeMessageAtIndex (Int i)
 remove the message at index i
 
void updateFloatingText (void)
 Update function to move our floating text.
 
void drawFloatingText (void)
 Draw all our floating text.
 
void clearFloatingText (void)
 clear the floating text list
 
void clearWorldAnimations (void)
 delete all world animations
 
void updateAndDrawWorldAnimations (void)
 update and draw visible world animations
 
SuperweaponInfofindSWInfo (Int playerIndex, const AsciiString &powerName, ObjectID id, const SpecialPowerTemplate *powerTemplate)
 

Protected Attributes

Bool m_superweaponHiddenByScript
 
Bool m_inputEnabled
 
std::list< WindowLayout * > m_windowLayouts
 sort of
 
AsciiString m_currentlyPlayingMovie
 Used to push updates to TheScriptEngine.
 
DrawableList m_selectedDrawables
 A list of all selected drawables.
 
DrawableList m_selectedLocalDrawables
 A list of all selected drawables owned by the local player.
 
Bool m_isDragSelecting
 If TRUE, an area selection is in progress.
 
IRegion2D m_dragSelectRegion
 if isDragSelecting is TRUE, this contains select region
 
Bool m_displayedMaxWarning
 keeps the warning from being shown over and over
 
MoveHintStruct m_moveHint [MAX_MOVE_HINTS]
 
Int m_nextMoveHint
 
const CommandButtonm_pendingGUICommand
 GUI command that needs additional interaction from the user.
 
BuildProgress m_buildProgress [MAX_BUILD_PROGRESS]
 progress for building units
 
const ThingTemplatem_pendingPlaceType
 type of built thing we're trying to place
 
ObjectID m_pendingPlaceSourceObjectID
 source object of the thing constructing the item
 
Bool m_preventLeftClickDeselectionInAlternateMouseModeForOneClick
 
Drawable ** m_placeIcon
 array for drawables to appear at the cursor when building in the world
 
Bool m_placeAnchorInProgress
 is place angle interface for placement active
 
ICoord2D m_placeAnchorStart
 place angle anchor start
 
ICoord2D m_placeAnchorEnd
 place angle anchor end
 
Int m_selectCount
 Number of objects currently "selected".
 
Int m_maxSelectCount
 Max number of objects to select.
 
UnsignedInt m_frameSelectionChanged
 Frame when the selection last changed.
 
Int m_duringDoubleClickAttackMoveGuardHintTimer
 Frames left to draw the doubleClickFeedbackTimer.
 
Coord3D m_duringDoubleClickAttackMoveGuardHintStashedPosition
 
VideoBufferm_videoBuffer
 video playback buffer
 
VideoStreamInterfacem_videoStream
 Video stream;.
 
VideoBufferm_cameoVideoBuffer
 video playback buffer
 
VideoStreamInterfacem_cameoVideoStream
 Video stream;.
 
UIMessage m_uiMessages [MAX_UI_MESSAGES]
 
SuperweaponMap m_superweapons [MAX_PLAYER_COUNT]
 
Coord2D m_superweaponPosition
 
Real m_superweaponFlashDuration
 
AsciiString m_superweaponNormalFont
 
Int m_superweaponNormalPointSize
 
Bool m_superweaponNormalBold
 
AsciiString m_superweaponReadyFont
 
Int m_superweaponReadyPointSize
 
Bool m_superweaponReadyBold
 
Int m_superweaponLastFlashFrame
 for flashing the text when the weapon is ready
 
Color m_superweaponFlashColor
 
Bool m_superweaponUsedFlashColor
 
NamedTimerMap m_namedTimers
 
Coord2D m_namedTimerPosition
 
Real m_namedTimerFlashDuration
 
Int m_namedTimerLastFlashFrame
 
Color m_namedTimerFlashColor
 
Bool m_namedTimerUsedFlashColor
 
Bool m_showNamedTimers
 
AsciiString m_namedTimerNormalFont
 
Int m_namedTimerNormalPointSize
 
Bool m_namedTimerNormalBold
 
Color m_namedTimerNormalColor
 
AsciiString m_namedTimerReadyFont
 
Int m_namedTimerReadyPointSize
 
Bool m_namedTimerReadyBold
 
Color m_namedTimerReadyColor
 
AsciiString m_drawableCaptionFont
 
Int m_drawableCaptionPointSize
 
Bool m_drawableCaptionBold
 
Color m_drawableCaptionColor
 
UnsignedInt m_tooltipsDisabledUntil
 
MilitarySubtitleDatam_militarySubtitle
 The pointer to subtitle class, if it's present then draw it.
 
Bool m_isScrolling
 
Bool m_isSelecting
 
MouseMode m_mouseMode
 
Int m_mouseModeCursor
 
DrawableID m_mousedOverDrawableID
 
Coord2D m_scrollAmt
 
Bool m_isQuitMenuVisible
 
Bool m_messagesOn
 
Color m_messageColor1
 
Color m_messageColor2
 
ICoord2D m_messagePosition
 
AsciiString m_messageFont
 
Int m_messagePointSize
 
Bool m_messageBold
 
Int m_messageDelayMS
 
RGBAColorInt m_militaryCaptionColor
 color for the military-style caption
 
ICoord2D m_militaryCaptionPosition
 position for the military-style caption
 
AsciiString m_militaryCaptionTitleFont
 
Int m_militaryCaptionTitlePointSize
 
Bool m_militaryCaptionTitleBold
 
AsciiString m_militaryCaptionFont
 
Int m_militaryCaptionPointSize
 
Bool m_militaryCaptionBold
 
Bool m_militaryCaptionRandomizeTyping
 
Int m_militaryCaptionSpeed
 
RadiusDecalTemplate m_radiusCursors [RADIUSCURSOR_COUNT]
 
RadiusDecal m_curRadiusCursor
 
RadiusCursorType m_curRcType
 
FloatingTextList m_floatingTextList
 Our list of floating text.
 
UnsignedInt m_floatingTextTimeOut
 Ini value of our floating text timeout.
 
Real m_floatingTextMoveUpSpeed
 INI value of our Move up speed.
 
Real m_floatingTextMoveVanishRate
 INI value of our move vanish rate.
 
PopupMessageDatam_popupMessageData
 
Color m_popupMessageColor
 
Bool m_waypointMode
 are we in waypoint plotting mode?
 
Bool m_forceAttackMode
 are we in force attack mode?
 
Bool m_forceMoveToMode
 are we in force move mode?
 
Bool m_attackMoveToMode
 are we in attack move mode?
 
Bool m_preferSelection
 the shift key has been depressed.
 
Bool m_cameraRotatingLeft
 
Bool m_cameraRotatingRight
 
Bool m_cameraZoomingIn
 
Bool m_cameraTrackingDrawable
 
Bool m_cameraZoomingOut
 
Bool m_drawRMBScrollAnchor
 
Bool m_moveRMBScrollAnchor
 
Bool m_clientQuiet
 to skip some client sounds/fx during shutdown
 
WorldAnimationList m_worldAnimationList
 the list of world animations
 
ObjectList m_idleWorkers [MAX_PLAYER_COUNT]
 
GameWindowm_idleWorkerWin
 
Int m_currentIdleWorkerDisplay
 
DrawableID m_soloNexusSelectedDrawableID
 The drawable of the nexus, if only one angry mob is selected, otherwise, null.
 
- Protected Attributes inherited from SubsystemInterface
AsciiString m_name
 

Static Protected Attributes

static const FieldParse s_fieldParseTable []
 

Friends

class Drawable
 

Detailed Description

Basic functionality common to all in-game user interfaces

Definition at line 322 of file InGameUI.h.

Member Typedef Documentation

◆ ObjectList

typedef std::list<Object *> InGameUI::ObjectList
protected

Definition at line 663 of file InGameUI.h.

◆ ObjectListIt

typedef std::list<Object*>::iterator InGameUI::ObjectListIt
protected

Definition at line 664 of file InGameUI.h.

Member Enumeration Documentation

◆ anonymous enum

anonymous enum
protected
Enumerator
MAX_MOVE_HINTS 

Definition at line 631 of file InGameUI.h.

◆ anonymous enum

anonymous enum
protected
Enumerator
MAX_UI_MESSAGES 

Definition at line 646 of file InGameUI.h.

◆ ActionType

Enumerator
ACTIONTYPE_NONE 
ACTIONTYPE_ATTACK_OBJECT 
ACTIONTYPE_GET_REPAIRED_AT 
ACTIONTYPE_DOCK_AT 
ACTIONTYPE_GET_HEALED_AT 
ACTIONTYPE_REPAIR_OBJECT 
ACTIONTYPE_RESUME_CONSTRUCTION 
ACTIONTYPE_ENTER_OBJECT 
ACTIONTYPE_HIJACK_VEHICLE 
ACTIONTYPE_CONVERT_OBJECT_TO_CARBOMB 
ACTIONTYPE_CAPTURE_BUILDING 
ACTIONTYPE_DISABLE_VEHICLE_VIA_HACKING 
ACTIONTYPE_STEAL_CASH_VIA_HACKING 
ACTIONTYPE_DISABLE_BUILDING_VIA_HACKING 
ACTIONTYPE_MAKE_DEFECTOR 
ACTIONTYPE_SET_RALLY_POINT 
ACTIONTYPE_COMBATDROP_INTO 
ACTIONTYPE_SABOTAGE_BUILDING 
NUM_ACTIONTYPES 

Definition at line 334 of file InGameUI.h.

◆ HintType

enum InGameUI::HintType
protected
Enumerator
MOVE_HINT 
ATTACK_HINT 
NUM_HINT_TYPES 

Definition at line 612 of file InGameUI.h.

◆ MouseMode

enum InGameUI::MouseMode
protected
Enumerator
MOUSEMODE_DEFAULT 
MOUSEMODE_BUILD_PLACE 
MOUSEMODE_GUI_COMMAND 
MOUSEMODE_MAX 

Definition at line 623 of file InGameUI.h.

◆ SelectionRules

Enumerator
SELECTION_ANY 
SELECTION_ALL 

Definition at line 329 of file InGameUI.h.

Constructor & Destructor Documentation

◆ InGameUI()

InGameUI::InGameUI ( void )

Definition at line 896 of file InGameUI.cpp.

◆ ~InGameUI()

InGameUI::~InGameUI ( void )
virtual

Definition at line 1067 of file InGameUI.cpp.

Member Function Documentation

◆ addFloatingText()

void InGameUI::addFloatingText ( const UnicodeString & text,
const Coord3D * pos,
Color color )
virtual

Add a new floating text to our list

Definition at line 4979 of file InGameUI.cpp.

◆ addIdleWorker()

void InGameUI::addIdleWorker ( Object * obj)
virtual

Definition at line 5468 of file InGameUI.cpp.

◆ addMessageText()

void InGameUI::addMessageText ( const UnicodeString & formattedMessage,
const RGBColor * rgbColor = NULL )
protected

internal workhorse for adding plain text for messages

Definition at line 2085 of file InGameUI.cpp.

◆ addNamedTimer()

void InGameUI::addNamedTimer ( const AsciiString & timerName,
const UnicodeString & text,
Bool isCountdown )

Definition at line 733 of file InGameUI.cpp.

◆ addSuperweapon()

void InGameUI::addSuperweapon ( Int playerIndex,
const AsciiString & powerName,
ObjectID id,
const SpecialPowerTemplate * powerTemplate )
virtual

Definition at line 572 of file InGameUI.cpp.

◆ addWorldAnimation()

void InGameUI::addWorldAnimation ( Anim2DTemplate * animTemplate,
const Coord3D * pos,
WorldAnimationOptions options,
Real durationInSeconds,
Real zRisePerSecond )

Add a 2D animation at a spot in the world

Definition at line 5281 of file InGameUI.cpp.

◆ areSelectedObjectsControllable()

Bool InGameUI::areSelectedObjectsControllable ( ) const

Definition at line 4140 of file InGameUI.cpp.

◆ areTooltipsDisabled()

Bool InGameUI::areTooltipsDisabled ( ) const
virtual

Definition at line 5671 of file InGameUI.cpp.

◆ beginAreaSelectHint()

void InGameUI::beginAreaSelectHint ( const GameMessage * msg)
virtual

Used by HintSpy. An area selection is occurring, start graphical "hint".

An area selection is occurring, start graphical "hint".

Definition at line 2148 of file InGameUI.cpp.

◆ buildRegion()

void InGameUI::buildRegion ( const ICoord2D * anchor,
const ICoord2D * dest,
IRegion2D * region )
virtual

builds a region around the specified coordinates

Given an "anchor" point and the current mouse position (dest), construct a valid 2D bounding region.

Definition at line 4950 of file InGameUI.cpp.

◆ cameoVideoBuffer()

VideoBuffer * InGameUI::cameoVideoBuffer ( void )
virtual

Definition at line 4006 of file InGameUI.cpp.

◆ canSelectedObjectsDoAction()

Bool InGameUI::canSelectedObjectsDoAction ( ActionType action,
const Object * objectToInteractWith,
SelectionRules rule,
Bool additionalChecking = FALSE ) const

Definition at line 4285 of file InGameUI.cpp.

◆ canSelectedObjectsDoSpecialPower()

Bool InGameUI::canSelectedObjectsDoSpecialPower ( const CommandButton * command,
const Object * objectToInteractWith,
const Coord3D * position,
SelectionRules rule,
UnsignedInt commandOptions,
Object * ignoreSelObj ) const

Definition at line 4432 of file InGameUI.cpp.

◆ canSelectedObjectsEffectivelyUseWeapon()

Bool InGameUI::canSelectedObjectsEffectivelyUseWeapon ( const CommandButton * command,
const Object * objectToInteractWith,
const Coord3D * position,
SelectionRules rule ) const

Definition at line 4556 of file InGameUI.cpp.

◆ canSelectedObjectsNonAttackInteractWithObject()

Bool InGameUI::canSelectedObjectsNonAttackInteractWithObject ( const Object * objectToInteractWith,
SelectionRules rule ) const

Definition at line 4175 of file InGameUI.cpp.

◆ canSelectedObjectsOverrideSpecialPowerDestination()

Bool InGameUI::canSelectedObjectsOverrideSpecialPowerDestination ( const Coord3D * loc,
SelectionRules rule,
SpecialPowerType spType = SPECIAL_INVALID ) const

Definition at line 4520 of file InGameUI.cpp.

◆ clearAttackMoveToMode()

void InGameUI::clearAttackMoveToMode ( void )
inline

Definition at line 543 of file InGameUI.h.

◆ clearFloatingText()

void InGameUI::clearFloatingText ( void )
protected

clear the floating text list

ittereate through and clear out the list of floating text

Definition at line 5145 of file InGameUI.cpp.

◆ clearPopupMessageData()

void InGameUI::clearPopupMessageData ( void )

take care of the logic of clearing the popupMessageData

Definition at line 5211 of file InGameUI.cpp.

◆ clearTooltipsDisabled()

void InGameUI::clearTooltipsDisabled ( )
virtual

Definition at line 5666 of file InGameUI.cpp.

◆ clearWorldAnimations()

void InGameUI::clearWorldAnimations ( void )
protected

delete all world animations

Delete all world animations

Definition at line 5316 of file InGameUI.cpp.

◆ crc()

void InGameUI::crc ( Xfer * xfer)
protectedvirtual

CRC

Implements Snapshot.

Definition at line 351 of file InGameUI.cpp.

◆ createAttackHint()

void InGameUI::createAttackHint ( const GameMessage * msg)
virtual

An attack command has occurred, start graphical "hint".

An attack command has occurred, start graphical "hint".

Definition at line 2200 of file InGameUI.cpp.

◆ createCommandHint()

void InGameUI::createCommandHint ( const GameMessage * msg)
virtual

Used by HintSpy. Someone is selected so generate the right Cursor for the potential action.

A command would be given if a click were to happen, so give a preview hint of what it would be. Changing the mouse cursor is an example

Definition at line 2524 of file InGameUI.cpp.

◆ createControlBar()

void InGameUI::createControlBar ( void )
protected

create the control bar user interface

Create the control user interface GUI

Definition at line 3864 of file InGameUI.cpp.

◆ createForceAttackHint()

void InGameUI::createForceAttackHint ( const GameMessage * msg)
virtual

A force attack command has occurred, start graphical "hint".

A force attack command has occurred, start graphical "hint".

Definition at line 2208 of file InGameUI.cpp.

◆ createGarrisonHint()

void InGameUI::createGarrisonHint ( const GameMessage * msg)
virtual

A garrison command has occurred, start graphical "hint".

An garrison command has occurred, start graphical "hint".

Definition at line 2216 of file InGameUI.cpp.

◆ createMouseoverHint()

void InGameUI::createMouseoverHint ( const GameMessage * msg)
virtual

An object is mouse hovered over, start hint if any.

Details of what is mouse hovered over right now are in this message. Terrain might result in just a tooltip. An object might get a tooltip and show its hit points.

Definition at line 2241 of file InGameUI.cpp.

◆ createMoveHint()

void InGameUI::createMoveHint ( const GameMessage * msg)
virtual

A move command has occurred, start graphical "hint".

A move command has occurred, start graphical "hint".

Definition at line 2165 of file InGameUI.cpp.

◆ createReplayControl()

void InGameUI::createReplayControl ( void )
protected

create the replay control window

Create the replay control GUI

Definition at line 3881 of file InGameUI.cpp.

◆ createView()

virtual View * InGameUI::createView ( void )
protectedpure virtual

Factory for Views.

Implemented in W3DInGameUI.

◆ decrementSelectCount()

void InGameUI::decrementSelectCount ( void )
inlineprotected

Decrease by one the running total of "selected" drawables.

Definition at line 675 of file InGameUI.h.

◆ deselectAllDrawables()

void InGameUI::deselectAllDrawables ( Bool postMsg = true)
virtual

Clear the "select" flag from all drawables.

Clear all drawables' "select" status

Todo
don't we want to not emit this message if there wasn't a group at all? (CBD)
Todo
also, we probably are sending this message too much, we should come up with some kind of "selections are dirty" status that we can check once per frame and send the correct group info over the network ... could be tricky tho (or impossible) given the order of operations of things happening in the code (CBD)

Definition at line 3260 of file InGameUI.cpp.

◆ deselectDrawable()

void InGameUI::deselectDrawable ( Drawable * draw)
virtual

Clear "selected" status from Drawable.

Clear "selected" status of Drawable.

Definition at line 3221 of file InGameUI.cpp.

◆ destroyPlacementIcons()

void InGameUI::destroyPlacementIcons ( void )
protected

Destroy placement icons.

Destroy any drawables we have in our placement icon array and set to NULL

Definition at line 2957 of file InGameUI.cpp.

◆ disableTooltipsUntil()

void InGameUI::disableTooltipsUntil ( UnsignedInt frameNum)
virtual

Definition at line 5660 of file InGameUI.cpp.

◆ displayCantBuildMessage()

void InGameUI::displayCantBuildMessage ( LegalBuildCode lbc)
virtual

display message to use as to why they can't build here

Definition at line 4013 of file InGameUI.cpp.

◆ disregardDrawable()

void InGameUI::disregardDrawable ( Drawable * draw)
virtual

Drawable is being destroyed, clean up any UI elements associated with it.

Drawable is being destroyed, clean up any UI elements associated with it.

Definition at line 3439 of file InGameUI.cpp.

◆ draw()

virtual void InGameUI::draw ( void )
pure virtual

Render the in-game user interface.

Reimplemented from SubsystemInterface.

Implemented in W3DInGameUI.

◆ drawFloatingText()

void InGameUI::drawFloatingText ( void )
protected

Draw all our floating text.

Itterates through and draws each floating text

Definition at line 5106 of file InGameUI.cpp.

◆ endAreaSelectHint()

void InGameUI::endAreaSelectHint ( const GameMessage * msg)
virtual

Used by HintSpy. An area selection had occurred, finish graphical "hint".

An area selection has occurred, finish graphical "hint".

Definition at line 2157 of file InGameUI.cpp.

◆ evaluateSoloNexus()

void InGameUI::evaluateSoloNexus ( Drawable * newlyAddedDrawable = NULL)
protected

Handle the placement "icons" that appear at the cursor when we're putting down a structure to build. Note that this has additional logic to also show a line of objects because when we build "walls" we want to draw a line of repeating wall pieces on the map where we want to put all of them

Definition at line 1354 of file InGameUI.cpp.

◆ expireHint()

void InGameUI::expireHint ( HintType type,
UnsignedInt hintIndex )
protected

expire a hint from of the specified type at the hint index

Expire a hint of the specified type with the corresponding hint index

Definition at line 3836 of file InGameUI.cpp.

◆ findSWInfo()

SuperweaponInfo * InGameUI::findSWInfo ( Int playerIndex,
const AsciiString & powerName,
ObjectID id,
const SpecialPowerTemplate * powerTemplate )
protected

Definition at line 554 of file InGameUI.cpp.

◆ freeMessageResources()

void InGameUI::freeMessageResources ( void )

free resources for the ui messages

Free any resources we used for our messages

Definition at line 1989 of file InGameUI.cpp.

◆ getAllSelectedDrawables()

const DrawableList * InGameUI::getAllSelectedDrawables ( void ) const
virtual

Return the list of all the currently selected Drawable IDs.

Return the list of all the currently selected Drawable pointers.

Definition at line 3303 of file InGameUI.cpp.

◆ getAllSelectedLocalDrawables()

const DrawableList * InGameUI::getAllSelectedLocalDrawables ( void )
virtual

Return the list of all the currently selected Drawable IDs owned by the current player.

Return the list of all the currently selected Drawable pointers.

Definition at line 3311 of file InGameUI.cpp.

◆ getCanSelectedObjectsAttack()

CanAttackResult InGameUI::getCanSelectedObjectsAttack ( ActionType action,
const Object * objectToInteractWith,
SelectionRules rule,
Bool additionalChecking = FALSE ) const

Definition at line 4190 of file InGameUI.cpp.

◆ getDisplayedMaxWarning()

virtual Bool InGameUI::getDisplayedMaxWarning ( void )
inlinevirtual

Definition at line 515 of file InGameUI.h.

◆ getDrawableCaptionColor()

Color InGameUI::getDrawableCaptionColor ( void )
inline

Definition at line 525 of file InGameUI.h.

◆ getDrawableCaptionFontName()

AsciiString InGameUI::getDrawableCaptionFontName ( void )
inline

Definition at line 522 of file InGameUI.h.

◆ getDrawableCaptionPointSize()

Int InGameUI::getDrawableCaptionPointSize ( void )
inline

Definition at line 523 of file InGameUI.h.

◆ getDrawRMBScrollAnchor()

Bool InGameUI::getDrawRMBScrollAnchor ( ) const
inline

Definition at line 567 of file InGameUI.h.

◆ getFieldParse()

virtual const FieldParse * InGameUI::getFieldParse ( void ) const
inlinevirtual

Definition at line 488 of file InGameUI.h.

◆ getFirstSelectedDrawable()

Drawable * InGameUI::getFirstSelectedDrawable ( void )
virtual

get the first selected drawable (if any)

Return poiner to the first selected drawable, if any

Definition at line 3326 of file InGameUI.cpp.

◆ getFrameSelectionChanged()

virtual UnsignedInt InGameUI::getFrameSelectionChanged ( void )
inlinevirtual

Get the max number of selected drawables.

Definition at line 449 of file InGameUI.h.

◆ getGUICommand()

const CommandButton * InGameUI::getGUICommand ( void ) const
virtual

get the pending gui command

Get the pending gui command

Definition at line 2947 of file InGameUI.cpp.

◆ getInputEnabled()

virtual Bool InGameUI::getInputEnabled ( void )
inlinevirtual

Get the current input status.

Definition at line 462 of file InGameUI.h.

◆ getMaxSelectCount()

virtual Int InGameUI::getMaxSelectCount ( void )
inlinevirtual

Get the max number of selected drawables.

Definition at line 448 of file InGameUI.h.

◆ getMessageColor()

Color InGameUI::getMessageColor ( Bool altColor)
inline

Definition at line 385 of file InGameUI.h.

◆ getMousedOverDrawableID()

DrawableID InGameUI::getMousedOverDrawableID ( void ) const
virtual

Get drawble ID of drawable under cursor.

Get drawable ID under cursor.

Definition at line 2801 of file InGameUI.cpp.

◆ getMoveRMBScrollAnchor()

Bool InGameUI::getMoveRMBScrollAnchor ( ) const
inline

Definition at line 568 of file InGameUI.h.

◆ getPendingPlaceSourceObjectID()

const ObjectID InGameUI::getPendingPlaceSourceObjectID ( void )
virtual

get producing object

Definition at line 3114 of file InGameUI.cpp.

◆ getPendingPlaceType()

const ThingTemplate * InGameUI::getPendingPlaceType ( void )
virtual

get item we're trying to place

Return the thing we're attempting to place

Definition at line 3107 of file InGameUI.cpp.

◆ getPlacementAngle()

Real InGameUI::getPlacementAngle ( void )
virtual

placement angle of drawable at cursor when placing down structures

Return the angle of the drawable at the cursor if any

Definition at line 3178 of file InGameUI.cpp.

◆ getPlacementPoints()

void InGameUI::getPlacementPoints ( ICoord2D * start,
ICoord2D * end )
virtual

get the placemnt arrow points

Get the start and end anchor points for the building angle selection interface

Definition at line 3165 of file InGameUI.cpp.

◆ getPopupMessageData()

PopupMessageData * InGameUI::getPopupMessageData ( void )
inline

Definition at line 374 of file InGameUI.h.

◆ getPreventLeftClickDeselectionInAlternateMouseModeForOneClick()

virtual Bool InGameUI::getPreventLeftClickDeselectionInAlternateMouseModeForOneClick ( ) const
inlinevirtual

Definition at line 435 of file InGameUI.h.

◆ getScrollAmount()

Coord2D InGameUI::getScrollAmount ( void )
virtual

get scroll amount

Definition at line 2878 of file InGameUI.cpp.

◆ getSelectCount()

virtual Int InGameUI::getSelectCount ( void )
inlinevirtual

Get count of currently selected drawables.

Definition at line 447 of file InGameUI.h.

◆ getSoloNexusSelectedDrawableID()

virtual DrawableID InGameUI::getSoloNexusSelectedDrawableID ( void )
inlinevirtual

Return the one drawable of the nexus if only 1 angry mob is selected.

Definition at line 453 of file InGameUI.h.

◆ getSuperweaponDisplayEnabledByScript()

Bool InGameUI::getSuperweaponDisplayEnabledByScript ( void ) const
virtual

Get the current superweapon display status.

Definition at line 726 of file InGameUI.cpp.

◆ handleBuildPlacements()

void InGameUI::handleBuildPlacements ( void )
protected

handle updating of placement icons based on mouse pos

Todo
this whole orientation vector thing is LAME! Must replace, all I want to to do is set a simple angle and have it automatically change, ug!

Definition at line 1404 of file InGameUI.cpp.

◆ handleRadiusCursor()

void InGameUI::handleRadiusCursor ( )
protected

handle updating of "radius cursors" that follow the mouse pos

handle updating of "radius cursors" that follow the mouse pos

Definition at line 1299 of file InGameUI.cpp.

◆ hideObjectSuperweaponDisplayByScript()

void InGameUI::hideObjectSuperweaponDisplayByScript ( const Object * obj)
virtual

Definition at line 679 of file InGameUI.cpp.

◆ incrementSelectCount()

void InGameUI::incrementSelectCount ( void )
inlineprotected

Increase by one the running total of "selected" drawables.

Definition at line 674 of file InGameUI.h.

◆ init()

void InGameUI::init ( void )
virtual

Initialize the in-game user interface.

Initialize the in game user interface

@ todo we used to put in the hint spy translator, but it's difficult to order the translators when the code is not centralized so it has been moved to where all the other translators are attached in game client

Todo
this may be the wrong place to create the sidebar, but for now this is where it lives
Todo
This may be the wrong place to create the replay menu, but for now this is where it lives

Implements SubsystemInterface.

Reimplemented in W3DInGameUI.

Definition at line 1100 of file InGameUI.cpp.

◆ isAllSelectedKindOf()

Bool InGameUI::isAllSelectedKindOf ( KindOfType kindOf) const
virtual

are all selected objects a kind of

Todo
, it seems like we might want to keep a list of drawable pointers so we don't have to do this lookup ... it seems "tightly coupled" to me (CBD)

Definition at line 3381 of file InGameUI.cpp.

◆ isAnySelectedKindOf()

Bool InGameUI::isAnySelectedKindOf ( KindOfType kindOf) const
virtual

is any selected object a kind of

Todo
, it seems like we might want to keep a list of drawable pointers so we don't have to do this lookup ... it seems "tightly coupled" to me (CBD)

Definition at line 3357 of file InGameUI.cpp.

◆ isCameraRotatingLeft()

Bool InGameUI::isCameraRotatingLeft ( ) const
inline

Definition at line 550 of file InGameUI.h.

◆ isCameraRotatingRight()

Bool InGameUI::isCameraRotatingRight ( ) const
inline

Definition at line 551 of file InGameUI.h.

◆ isCameraTrackingDrawable()

Bool InGameUI::isCameraTrackingDrawable ( ) const
inline

Definition at line 554 of file InGameUI.h.

◆ isCameraZoomingIn()

Bool InGameUI::isCameraZoomingIn ( ) const
inline

Definition at line 552 of file InGameUI.h.

◆ isCameraZoomingOut()

Bool InGameUI::isCameraZoomingOut ( ) const
inline

Definition at line 553 of file InGameUI.h.

◆ isClientQuiet()

Bool InGameUI::isClientQuiet ( void ) const
inline

Definition at line 529 of file InGameUI.h.

◆ isDrawableCaptionBold()

Bool InGameUI::isDrawableCaptionBold ( void )
inline

Definition at line 524 of file InGameUI.h.

◆ isDrawableSelected()

Bool InGameUI::isDrawableSelected ( DrawableID idToCheck) const
virtual

Return true if the selected ID is in the drawable list.

Return true if the selected ID is in the drawable list

Definition at line 3340 of file InGameUI.cpp.

◆ isInAttackMoveToMode()

Bool InGameUI::isInAttackMoveToMode ( void ) const
inline

Definition at line 542 of file InGameUI.h.

◆ isInForceAttackMode()

Bool InGameUI::isInForceAttackMode ( void ) const
inline

Definition at line 531 of file InGameUI.h.

◆ isInForceMoveToMode()

Bool InGameUI::isInForceMoveToMode ( void ) const
inline

Definition at line 532 of file InGameUI.h.

◆ isInPreferSelectionMode()

Bool InGameUI::isInPreferSelectionMode ( void ) const
inline

Definition at line 533 of file InGameUI.h.

◆ isInWaypointMode()

Bool InGameUI::isInWaypointMode ( void ) const
inline

Definition at line 530 of file InGameUI.h.

◆ isMessagesOn()

virtual Bool InGameUI::isMessagesOn ( void )
inlinevirtual

are the display messages on

Definition at line 383 of file InGameUI.h.

◆ isPlacementAnchored()

Bool InGameUI::isPlacementAnchored ( void )
virtual

is placement arrow anchor set

Is the angle selection interface for placing building at angles up?

Definition at line 3155 of file InGameUI.cpp.

◆ isQuitMenuVisible()

virtual Bool InGameUI::isQuitMenuVisible ( void ) const
inlinevirtual

Definition at line 485 of file InGameUI.h.

◆ isScrolling()

Bool InGameUI::isScrolling ( void )
virtual

are we scrolling?

Definition at line 2840 of file InGameUI.cpp.

◆ isSelecting()

Bool InGameUI::isSelecting ( void )
virtual

are we selecting?

Definition at line 2862 of file InGameUI.cpp.

◆ loadPostProcess()

void InGameUI::loadPostProcess ( void )
protectedvirtual

Load post process

Implements Snapshot.

Definition at line 533 of file InGameUI.cpp.

◆ message() [1/2]

void InGameUI::message ( AsciiString stringManagerLabel,
... )
virtual

display a message to the user

Same as the unicode message method, but this takes an ascii string which is assumed to me a string manager label

Definition at line 2017 of file InGameUI.cpp.

◆ message() [2/2]

void InGameUI::message ( UnicodeString format,
... )
virtual

display a message to the user

Interface for display text messages to the user

Definition at line 2043 of file InGameUI.cpp.

◆ messageColor()

void InGameUI::messageColor ( const RGBColor * rgbColor,
UnicodeString format,
... )
virtual

display a colored message to the user

Interface for display text messages to the user

Definition at line 2065 of file InGameUI.cpp.

◆ militarySubtitle()

void InGameUI::militarySubtitle ( const AsciiString & label,
Int duration )
virtual

Definition at line 4063 of file InGameUI.cpp.

◆ objectChangedTeam()

void InGameUI::objectChangedTeam ( const Object * obj,
Int oldPlayerIndex,
Int newPlayerIndex )
virtual

Definition at line 636 of file InGameUI.cpp.

◆ placeBuildAvailable()

void InGameUI::placeBuildAvailable ( const ThingTemplate * build,
Drawable * buildDrawable )
virtual

built thing being placed

User has clicked on a built item that requires placement in the world. We will record what that thing is so that the we can catch the next click in the world and try to place the object there

@ todo when message stream order more formalized eliminate this

Definition at line 2981 of file InGameUI.cpp.

◆ playCameoMovie()

void InGameUI::playCameoMovie ( const AsciiString & movieName)
virtual

Ingame cameo video playback.

Definition at line 3953 of file InGameUI.cpp.

◆ playMovie()

void InGameUI::playMovie ( const AsciiString & movieName)
virtual

Ingame video playback.

Definition at line 3898 of file InGameUI.cpp.

◆ popupMessage() [1/2]

void InGameUI::popupMessage ( const AsciiString & message,
Int x,
Int y,
Int width,
Bool pause,
Bool pauseMusic )
virtual

If we want to use the default text color, then we call this function

Definition at line 5161 of file InGameUI.cpp.

◆ popupMessage() [2/2]

void InGameUI::popupMessage ( const AsciiString & identifier,
Int x,
Int y,
Int width,
Color textColor,
Bool pause,
Bool pauseMusic )
virtual

initialize, and popup a message box to the user

Definition at line 5169 of file InGameUI.cpp.

◆ postDraw()

void InGameUI::postDraw ( void )
virtual

Logic which needs to occur after the UI renders.

This is called after the UI has been drawn.

Definition at line 3450 of file InGameUI.cpp.

◆ preDraw()

void InGameUI::preDraw ( void )
virtual

Logic which needs to occur before the UI renders.

Pre-draw phase of the in game ui

Definition at line 1595 of file InGameUI.cpp.

◆ recreateControlBar()

void InGameUI::recreateControlBar ( void )
virtual

Definition at line 5640 of file InGameUI.cpp.

◆ registerWindowLayout()

void InGameUI::registerWindowLayout ( WindowLayout * layout)

Definition at line 1882 of file InGameUI.cpp.

◆ removeIdleWorker()

void InGameUI::removeIdleWorker ( Object * obj,
Int playerNumber )
virtual

Definition at line 5480 of file InGameUI.cpp.

◆ removeMessageAtIndex()

void InGameUI::removeMessageAtIndex ( Int i)
protected

remove the message at index i

Remove the message on screen at index i

Definition at line 2134 of file InGameUI.cpp.

◆ removeMilitarySubtitle()

void InGameUI::removeMilitarySubtitle ( void )
virtual

Definition at line 4117 of file InGameUI.cpp.

◆ removeNamedTimer()

void InGameUI::removeNamedTimer ( const AsciiString & timerName)

Definition at line 755 of file InGameUI.cpp.

◆ removeSuperweapon()

Bool InGameUI::removeSuperweapon ( Int playerIndex,
const AsciiString & powerName,
ObjectID id,
const SpecialPowerTemplate * powerTemplate )
virtual

Definition at line 608 of file InGameUI.cpp.

◆ reset()

void InGameUI::reset ( void )
virtual

Reset.

Reset the in game user interface

Implements SubsystemInterface.

Reimplemented in W3DInGameUI.

Definition at line 1904 of file InGameUI.cpp.

◆ resetCamera()

void InGameUI::resetCamera ( )

Definition at line 4163 of file InGameUI.cpp.

◆ selectAllUnitsByType()

Int InGameUI::selectAllUnitsByType ( KindOfMaskType mustBeSet,
KindOfMaskType mustBeClear )
virtual

When implementing this, obey TheInGameUI->getMaxSelectCount() if it is > 0

Definition at line 4901 of file InGameUI.cpp.

◆ selectAllUnitsByTypeAcrossMap()

Int InGameUI::selectAllUnitsByTypeAcrossMap ( KindOfMaskType mustBeSet,
KindOfMaskType mustBeClear )
virtual

When implementing this, obey TheInGameUI->getMaxSelectCount() if it is > 0

Definition at line 4845 of file InGameUI.cpp.

◆ selectAllUnitsByTypeAcrossRegion()

Int InGameUI::selectAllUnitsByTypeAcrossRegion ( IRegion2D * region,
KindOfMaskType mustBeSet,
KindOfMaskType mustBeClear )
virtual

Definition at line 4639 of file InGameUI.cpp.

◆ selectAllUnitsByTypeAcrossScreen()

Int InGameUI::selectAllUnitsByTypeAcrossScreen ( KindOfMaskType mustBeSet,
KindOfMaskType mustBeClear )
virtual

When implementing this, obey TheInGameUI->getMaxSelectCount() if it is > 0

Definition at line 4779 of file InGameUI.cpp.

◆ selectDrawable()

void InGameUI::selectDrawable ( Drawable * draw)
virtual

Mark given Drawable as "selected".

Mark given Drawable as "selected".

Definition at line 3191 of file InGameUI.cpp.

◆ selectMatchingAcrossMap()

Int InGameUI::selectMatchingAcrossMap ( )
virtual

selects matching units across map

Selects matching units across map

When implementing this, obey TheInGameUI->getMaxSelectCount() if it is > 0

Definition at line 4874 of file InGameUI.cpp.

◆ selectMatchingAcrossRegion()

Int InGameUI::selectMatchingAcrossRegion ( IRegion2D * region)
virtual

Selects maching units on the screen

Definition at line 4695 of file InGameUI.cpp.

◆ selectMatchingAcrossScreen()

Int InGameUI::selectMatchingAcrossScreen ( void )
virtual

selects matching units across screen

Selects maching units on the screen

When implementing this, obey TheInGameUI->getMaxSelectCount() if it is > 0

Definition at line 4813 of file InGameUI.cpp.

◆ selectNextIdleWorker()

void InGameUI::selectNextIdleWorker ( void )
virtual

Definition at line 5505 of file InGameUI.cpp.

◆ selectUnitsMatchingCurrentSelection()

Int InGameUI::selectUnitsMatchingCurrentSelection ( )
virtual

selects matching units

Selects matching units, either on screen or across map. When called by pressing 'T', their is not a way to tell if the game is supposed to select across the screen, or across the map. For mouse clicks, i.e. Alt + click or double click, we can directly call selectMatchingAcrossScreen or selectMatchingAcrossMap

When implementing this, obey TheInGameUI->getMaxSelectCount() if it is > 0

Definition at line 4924 of file InGameUI.cpp.

◆ setCameraRotateLeft()

void InGameUI::setCameraRotateLeft ( Bool set)
inline

Definition at line 545 of file InGameUI.h.

◆ setCameraRotateRight()

void InGameUI::setCameraRotateRight ( Bool set)
inline

Definition at line 546 of file InGameUI.h.

◆ setCameraTrackingDrawable()

void InGameUI::setCameraTrackingDrawable ( Bool set)
inline

Definition at line 549 of file InGameUI.h.

◆ setCameraZoomIn()

void InGameUI::setCameraZoomIn ( Bool set)
inline

Definition at line 547 of file InGameUI.h.

◆ setCameraZoomOut()

void InGameUI::setCameraZoomOut ( Bool set)
inline

Definition at line 548 of file InGameUI.h.

◆ setClientQuiet()

void InGameUI::setClientQuiet ( Bool enabled)
inline

Definition at line 535 of file InGameUI.h.

◆ setDisplayedMaxWarning()

virtual void InGameUI::setDisplayedMaxWarning ( Bool selected)
inlinevirtual

Definition at line 516 of file InGameUI.h.

◆ setDrawRMBScrollAnchor()

void InGameUI::setDrawRMBScrollAnchor ( Bool b)
inline

Definition at line 570 of file InGameUI.h.

◆ setForceAttackMode()

void InGameUI::setForceAttackMode ( Bool enabled)
inline

Definition at line 538 of file InGameUI.h.

◆ setForceMoveMode()

void InGameUI::setForceMoveMode ( Bool enabled)
inline

Definition at line 537 of file InGameUI.h.

◆ setGUICommand()

void InGameUI::setGUICommand ( const CommandButton * command)
virtual

the command has been clicked in the UI and needs additional data

Like the building "placement" mode, clicking on some buttons in the UI require us to provide additional data by clicking on a target object/location in the world. This is where we enable that "mode" so that we can get the additional data needed for a command from the user

Definition at line 2889 of file InGameUI.cpp.

◆ setInputEnabled()

void InGameUI::setInputEnabled ( Bool enable)
virtual

Set the input enabled or disabled.

Set the input enabled/disabled

Definition at line 3406 of file InGameUI.cpp.

◆ setMouseCursor()

void InGameUI::setMouseCursor ( Mouse::MouseCursor c)
protected

Definition at line 540 of file InGameUI.cpp.

◆ setMoveRMBScrollAnchor()

void InGameUI::setMoveRMBScrollAnchor ( Bool b)
inline

Definition at line 571 of file InGameUI.h.

◆ setPlacementEnd()

void InGameUI::setPlacementEnd ( const ICoord2D * end)
virtual

set target placement point (for choosing angles)

Set the end anchor for the angle build interface

Definition at line 3144 of file InGameUI.cpp.

◆ setPlacementStart()

void InGameUI::setPlacementStart ( const ICoord2D * start)
virtual

placement anchor point (for choosing angles)

Start the angle selection interface for selecting building angles when placing them

Definition at line 3124 of file InGameUI.cpp.

◆ setPreferSelectionMode()

void InGameUI::setPreferSelectionMode ( Bool enabled)
inline

Definition at line 539 of file InGameUI.h.

◆ setPreventLeftClickDeselectionInAlternateMouseModeForOneClick()

virtual void InGameUI::setPreventLeftClickDeselectionInAlternateMouseModeForOneClick ( Bool set)
inlinevirtual

Definition at line 436 of file InGameUI.h.

◆ setQuitMenuVisible()

virtual void InGameUI::setQuitMenuVisible ( Bool t)
inlinevirtual

Set the ingame flag as to if we have the Quit menu up or not.

Definition at line 484 of file InGameUI.h.

◆ setRadiusCursor()

void InGameUI::setRadiusCursor ( RadiusCursorType r,
const SpecialPowerTemplate * sp,
WeaponSlotType wslot )
virtual

Definition at line 1196 of file InGameUI.cpp.

◆ setRadiusCursorNone()

virtual void InGameUI::setRadiusCursorNone ( )
inlinevirtual

Definition at line 459 of file InGameUI.h.

◆ setScrollAmount()

void InGameUI::setScrollAmount ( Coord2D amt)
virtual

set scroll amount

get scroll amount

Definition at line 2870 of file InGameUI.cpp.

◆ setScrolling()

void InGameUI::setScrolling ( Bool isScrolling)
virtual

set right-click scroll mode

Definition at line 2811 of file InGameUI.cpp.

◆ setSelecting()

void InGameUI::setSelecting ( Bool isSelecting)
virtual

set drag select mode

Definition at line 2848 of file InGameUI.cpp.

◆ setSuperweaponDisplayEnabledByScript()

void InGameUI::setSuperweaponDisplayEnabledByScript ( Bool enable)
virtual

Set the superweapon display enabled or disabled.

Definition at line 719 of file InGameUI.cpp.

◆ setWaypointMode()

void InGameUI::setWaypointMode ( Bool enabled)
inline

Definition at line 536 of file InGameUI.h.

◆ shouldMoveRMBScrollAnchor()

Bool InGameUI::shouldMoveRMBScrollAnchor ( void )
inline

Definition at line 527 of file InGameUI.h.

◆ showNamedTimerDisplay()

void InGameUI::showNamedTimerDisplay ( Bool show)

Definition at line 769 of file InGameUI.cpp.

◆ showObjectSuperweaponDisplayByScript()

void InGameUI::showObjectSuperweaponDisplayByScript ( const Object * obj)
virtual

Definition at line 699 of file InGameUI.cpp.

◆ stopCameoMovie()

void InGameUI::stopCameoMovie ( void )
virtual

Definition at line 3983 of file InGameUI.cpp.

◆ stopMovie()

void InGameUI::stopMovie ( void )
virtual

Definition at line 3925 of file InGameUI.cpp.

◆ toggleAttackMoveToMode()

void InGameUI::toggleAttackMoveToMode ( void )
inline

Definition at line 541 of file InGameUI.h.

◆ toggleMessages()

virtual void InGameUI::toggleMessages ( void )
inlinevirtual

toggle messages on/off

Definition at line 382 of file InGameUI.h.

◆ triggerDoubleClickAttackMoveGuardHint()

void InGameUI::triggerDoubleClickAttackMoveGuardHint ( void )

Definition at line 1338 of file InGameUI.cpp.

◆ unregisterWindowLayout()

void InGameUI::unregisterWindowLayout ( WindowLayout * layout)

Definition at line 1889 of file InGameUI.cpp.

◆ update()

void InGameUI::update ( void )
virtual

Update the UI by calling preDraw(), draw(), and postDraw()

Update the in game user interface

Todo
make sure this code gets called even when the UI is not being drawn

Implements SubsystemInterface.

Reimplemented in W3DInGameUI.

Definition at line 1616 of file InGameUI.cpp.

◆ updateAndDrawWorldAnimations()

void InGameUI::updateAndDrawWorldAnimations ( void )
protected

update and draw visible world animations

Update all world animations and draw the visible ones

Definition at line 5347 of file InGameUI.cpp.

◆ updateFloatingText()

void InGameUI::updateFloatingText ( void )
protected

Update function to move our floating text.

modify the position of our floating text

Definition at line 5054 of file InGameUI.cpp.

◆ videoBuffer()

VideoBuffer * InGameUI::videoBuffer ( void )
virtual

Definition at line 3945 of file InGameUI.cpp.

◆ xfer()

void InGameUI::xfer ( Xfer * xfer)
protectedvirtual

Xfer method Version Info: 1: Initial version 2: Save NamedTimers, but not specifically their Info structs. We'll recreate them. 3: Added m_evaReadyPlayed boolean to transfer

Implements Snapshot.

Definition at line 364 of file InGameUI.cpp.

Friends And Related Symbol Documentation

◆ Drawable

friend class Drawable
friend

Definition at line 325 of file InGameUI.h.

Member Data Documentation

◆ m_attackMoveToMode

Bool InGameUI::m_attackMoveToMode
protected

are we in attack move mode?

Definition at line 839 of file InGameUI.h.

◆ m_buildProgress

BuildProgress InGameUI::m_buildProgress[MAX_BUILD_PROGRESS]
protected

progress for building units

Definition at line 721 of file InGameUI.h.

◆ m_cameoVideoBuffer

VideoBuffer* InGameUI::m_cameoVideoBuffer
protected

video playback buffer

Definition at line 741 of file InGameUI.h.

◆ m_cameoVideoStream

VideoStreamInterface* InGameUI::m_cameoVideoStream
protected

Video stream;.

Definition at line 742 of file InGameUI.h.

◆ m_cameraRotatingLeft

Bool InGameUI::m_cameraRotatingLeft
protected

Definition at line 842 of file InGameUI.h.

◆ m_cameraRotatingRight

Bool InGameUI::m_cameraRotatingRight
protected

Definition at line 843 of file InGameUI.h.

◆ m_cameraTrackingDrawable

Bool InGameUI::m_cameraTrackingDrawable
protected

Definition at line 845 of file InGameUI.h.

◆ m_cameraZoomingIn

Bool InGameUI::m_cameraZoomingIn
protected

Definition at line 844 of file InGameUI.h.

◆ m_cameraZoomingOut

Bool InGameUI::m_cameraZoomingOut
protected

Definition at line 846 of file InGameUI.h.

◆ m_clientQuiet

Bool InGameUI::m_clientQuiet
protected

to skip some client sounds/fx during shutdown

When the user clicks exit,restart, etc. this is set true

Definition at line 850 of file InGameUI.h.

◆ m_curRadiusCursor

RadiusDecal InGameUI::m_curRadiusCursor
protected

Definition at line 824 of file InGameUI.h.

◆ m_curRcType

RadiusCursorType InGameUI::m_curRcType
protected

Definition at line 825 of file InGameUI.h.

◆ m_currentIdleWorkerDisplay

Int InGameUI::m_currentIdleWorkerDisplay
protected

Definition at line 859 of file InGameUI.h.

◆ m_currentlyPlayingMovie

AsciiString InGameUI::m_currentlyPlayingMovie
protected

Used to push updates to TheScriptEngine.

Definition at line 712 of file InGameUI.h.

◆ m_displayedMaxWarning

Bool InGameUI::m_displayedMaxWarning
protected

keeps the warning from being shown over and over

Definition at line 717 of file InGameUI.h.

◆ m_dragSelectRegion

IRegion2D InGameUI::m_dragSelectRegion
protected

if isDragSelecting is TRUE, this contains select region

Definition at line 716 of file InGameUI.h.

◆ m_drawableCaptionBold

Bool InGameUI::m_drawableCaptionBold
protected

Definition at line 785 of file InGameUI.h.

◆ m_drawableCaptionColor

Color InGameUI::m_drawableCaptionColor
protected

Definition at line 786 of file InGameUI.h.

◆ m_drawableCaptionFont

AsciiString InGameUI::m_drawableCaptionFont
protected

Definition at line 783 of file InGameUI.h.

◆ m_drawableCaptionPointSize

Int InGameUI::m_drawableCaptionPointSize
protected

Definition at line 784 of file InGameUI.h.

◆ m_drawRMBScrollAnchor

Bool InGameUI::m_drawRMBScrollAnchor
protected

Definition at line 848 of file InGameUI.h.

◆ m_duringDoubleClickAttackMoveGuardHintStashedPosition

Coord3D InGameUI::m_duringDoubleClickAttackMoveGuardHintStashedPosition
protected

Definition at line 734 of file InGameUI.h.

◆ m_duringDoubleClickAttackMoveGuardHintTimer

Int InGameUI::m_duringDoubleClickAttackMoveGuardHintTimer
protected

Frames left to draw the doubleClickFeedbackTimer.

Definition at line 733 of file InGameUI.h.

◆ m_floatingTextList

FloatingTextList InGameUI::m_floatingTextList
protected

Our list of floating text.

Definition at line 828 of file InGameUI.h.

◆ m_floatingTextMoveUpSpeed

Real InGameUI::m_floatingTextMoveUpSpeed
protected

INI value of our Move up speed.

Definition at line 830 of file InGameUI.h.

◆ m_floatingTextMoveVanishRate

Real InGameUI::m_floatingTextMoveVanishRate
protected

INI value of our move vanish rate.

Definition at line 831 of file InGameUI.h.

◆ m_floatingTextTimeOut

UnsignedInt InGameUI::m_floatingTextTimeOut
protected

Ini value of our floating text timeout.

Definition at line 829 of file InGameUI.h.

◆ m_forceAttackMode

Bool InGameUI::m_forceAttackMode
protected

are we in force attack mode?

Definition at line 837 of file InGameUI.h.

◆ m_forceMoveToMode

Bool InGameUI::m_forceMoveToMode
protected

are we in force move mode?

Definition at line 838 of file InGameUI.h.

◆ m_frameSelectionChanged

UnsignedInt InGameUI::m_frameSelectionChanged
protected

Frame when the selection last changed.

Definition at line 731 of file InGameUI.h.

◆ m_idleWorkers

ObjectList InGameUI::m_idleWorkers[MAX_PLAYER_COUNT]
protected

Definition at line 857 of file InGameUI.h.

◆ m_idleWorkerWin

GameWindow* InGameUI::m_idleWorkerWin
protected

Definition at line 858 of file InGameUI.h.

◆ m_inputEnabled

Bool InGameUI::m_inputEnabled
protected

Definition at line 705 of file InGameUI.h.

◆ m_isDragSelecting

Bool InGameUI::m_isDragSelecting
protected

If TRUE, an area selection is in progress.

Definition at line 715 of file InGameUI.h.

◆ m_isQuitMenuVisible

Bool InGameUI::m_isQuitMenuVisible
protected

Definition at line 798 of file InGameUI.h.

◆ m_isScrolling

Bool InGameUI::m_isScrolling
protected

Definition at line 792 of file InGameUI.h.

◆ m_isSelecting

Bool InGameUI::m_isSelecting
protected

Definition at line 793 of file InGameUI.h.

◆ m_maxSelectCount

Int InGameUI::m_maxSelectCount
protected

Max number of objects to select.

Definition at line 730 of file InGameUI.h.

◆ m_messageBold

Bool InGameUI::m_messageBold
protected

Definition at line 806 of file InGameUI.h.

◆ m_messageColor1

Color InGameUI::m_messageColor1
protected

Definition at line 801 of file InGameUI.h.

◆ m_messageColor2

Color InGameUI::m_messageColor2
protected

Definition at line 802 of file InGameUI.h.

◆ m_messageDelayMS

Int InGameUI::m_messageDelayMS
protected

Definition at line 807 of file InGameUI.h.

◆ m_messageFont

AsciiString InGameUI::m_messageFont
protected

Definition at line 804 of file InGameUI.h.

◆ m_messagePointSize

Int InGameUI::m_messagePointSize
protected

Definition at line 805 of file InGameUI.h.

◆ m_messagePosition

ICoord2D InGameUI::m_messagePosition
protected

Definition at line 803 of file InGameUI.h.

◆ m_messagesOn

Bool InGameUI::m_messagesOn
protected

Definition at line 799 of file InGameUI.h.

◆ m_militaryCaptionBold

Bool InGameUI::m_militaryCaptionBold
protected

Definition at line 818 of file InGameUI.h.

◆ m_militaryCaptionColor

RGBAColorInt InGameUI::m_militaryCaptionColor
protected

color for the military-style caption

Definition at line 809 of file InGameUI.h.

◆ m_militaryCaptionFont

AsciiString InGameUI::m_militaryCaptionFont
protected

Definition at line 816 of file InGameUI.h.

◆ m_militaryCaptionPointSize

Int InGameUI::m_militaryCaptionPointSize
protected

Definition at line 817 of file InGameUI.h.

◆ m_militaryCaptionPosition

ICoord2D InGameUI::m_militaryCaptionPosition
protected

position for the military-style caption

Definition at line 810 of file InGameUI.h.

◆ m_militaryCaptionRandomizeTyping

Bool InGameUI::m_militaryCaptionRandomizeTyping
protected

Definition at line 820 of file InGameUI.h.

◆ m_militaryCaptionSpeed

Int InGameUI::m_militaryCaptionSpeed
protected

Definition at line 821 of file InGameUI.h.

◆ m_militaryCaptionTitleBold

Bool InGameUI::m_militaryCaptionTitleBold
protected

Definition at line 814 of file InGameUI.h.

◆ m_militaryCaptionTitleFont

AsciiString InGameUI::m_militaryCaptionTitleFont
protected

Definition at line 812 of file InGameUI.h.

◆ m_militaryCaptionTitlePointSize

Int InGameUI::m_militaryCaptionTitlePointSize
protected

Definition at line 813 of file InGameUI.h.

◆ m_militarySubtitle

MilitarySubtitleData* InGameUI::m_militarySubtitle
protected

The pointer to subtitle class, if it's present then draw it.

Definition at line 791 of file InGameUI.h.

◆ m_mousedOverDrawableID

DrawableID InGameUI::m_mousedOverDrawableID
protected

Definition at line 796 of file InGameUI.h.

◆ m_mouseMode

MouseMode InGameUI::m_mouseMode
protected

Definition at line 794 of file InGameUI.h.

◆ m_mouseModeCursor

Int InGameUI::m_mouseModeCursor
protected

Definition at line 795 of file InGameUI.h.

◆ m_moveHint

MoveHintStruct InGameUI::m_moveHint[MAX_MOVE_HINTS]
protected

Definition at line 718 of file InGameUI.h.

◆ m_moveRMBScrollAnchor

Bool InGameUI::m_moveRMBScrollAnchor
protected

Definition at line 849 of file InGameUI.h.

◆ m_namedTimerFlashColor

Color InGameUI::m_namedTimerFlashColor
protected

Definition at line 769 of file InGameUI.h.

◆ m_namedTimerFlashDuration

Real InGameUI::m_namedTimerFlashDuration
protected

Definition at line 767 of file InGameUI.h.

◆ m_namedTimerLastFlashFrame

Int InGameUI::m_namedTimerLastFlashFrame
protected

Definition at line 768 of file InGameUI.h.

◆ m_namedTimerNormalBold

Bool InGameUI::m_namedTimerNormalBold
protected

Definition at line 775 of file InGameUI.h.

◆ m_namedTimerNormalColor

Color InGameUI::m_namedTimerNormalColor
protected

Definition at line 776 of file InGameUI.h.

◆ m_namedTimerNormalFont

AsciiString InGameUI::m_namedTimerNormalFont
protected

Definition at line 773 of file InGameUI.h.

◆ m_namedTimerNormalPointSize

Int InGameUI::m_namedTimerNormalPointSize
protected

Definition at line 774 of file InGameUI.h.

◆ m_namedTimerPosition

Coord2D InGameUI::m_namedTimerPosition
protected

Definition at line 766 of file InGameUI.h.

◆ m_namedTimerReadyBold

Bool InGameUI::m_namedTimerReadyBold
protected

Definition at line 779 of file InGameUI.h.

◆ m_namedTimerReadyColor

Color InGameUI::m_namedTimerReadyColor
protected

Definition at line 780 of file InGameUI.h.

◆ m_namedTimerReadyFont

AsciiString InGameUI::m_namedTimerReadyFont
protected

Definition at line 777 of file InGameUI.h.

◆ m_namedTimerReadyPointSize

Int InGameUI::m_namedTimerReadyPointSize
protected

Definition at line 778 of file InGameUI.h.

◆ m_namedTimers

NamedTimerMap InGameUI::m_namedTimers
protected

Definition at line 765 of file InGameUI.h.

◆ m_namedTimerUsedFlashColor

Bool InGameUI::m_namedTimerUsedFlashColor
protected

Definition at line 770 of file InGameUI.h.

◆ m_nextMoveHint

Int InGameUI::m_nextMoveHint
protected

Definition at line 719 of file InGameUI.h.

◆ m_pendingGUICommand

const CommandButton* InGameUI::m_pendingGUICommand
protected

GUI command that needs additional interaction from the user.

Definition at line 720 of file InGameUI.h.

◆ m_pendingPlaceSourceObjectID

ObjectID InGameUI::m_pendingPlaceSourceObjectID
protected

source object of the thing constructing the item

Definition at line 723 of file InGameUI.h.

◆ m_pendingPlaceType

const ThingTemplate* InGameUI::m_pendingPlaceType
protected

type of built thing we're trying to place

Definition at line 722 of file InGameUI.h.

◆ m_placeAnchorEnd

ICoord2D InGameUI::m_placeAnchorEnd
protected

place angle anchor end

Definition at line 728 of file InGameUI.h.

◆ m_placeAnchorInProgress

Bool InGameUI::m_placeAnchorInProgress
protected

is place angle interface for placement active

Definition at line 726 of file InGameUI.h.

◆ m_placeAnchorStart

ICoord2D InGameUI::m_placeAnchorStart
protected

place angle anchor start

Definition at line 727 of file InGameUI.h.

◆ m_placeIcon

Drawable** InGameUI::m_placeIcon
protected

array for drawables to appear at the cursor when building in the world

Definition at line 725 of file InGameUI.h.

◆ m_popupMessageColor

Color InGameUI::m_popupMessageColor
protected

Definition at line 834 of file InGameUI.h.

◆ m_popupMessageData

PopupMessageData* InGameUI::m_popupMessageData
protected

Definition at line 833 of file InGameUI.h.

◆ m_preferSelection

Bool InGameUI::m_preferSelection
protected

the shift key has been depressed.

Definition at line 840 of file InGameUI.h.

◆ m_preventLeftClickDeselectionInAlternateMouseModeForOneClick

Bool InGameUI::m_preventLeftClickDeselectionInAlternateMouseModeForOneClick
protected

Definition at line 724 of file InGameUI.h.

◆ m_radiusCursors

RadiusDecalTemplate InGameUI::m_radiusCursors[RADIUSCURSOR_COUNT]
protected

Definition at line 823 of file InGameUI.h.

◆ m_scrollAmt

Coord2D InGameUI::m_scrollAmt
protected

Definition at line 797 of file InGameUI.h.

◆ m_selectCount

Int InGameUI::m_selectCount
protected

Number of objects currently "selected".

Definition at line 729 of file InGameUI.h.

◆ m_selectedDrawables

DrawableList InGameUI::m_selectedDrawables
protected

A list of all selected drawables.

Definition at line 713 of file InGameUI.h.

◆ m_selectedLocalDrawables

DrawableList InGameUI::m_selectedLocalDrawables
protected

A list of all selected drawables owned by the local player.

Definition at line 714 of file InGameUI.h.

◆ m_showNamedTimers

Bool InGameUI::m_showNamedTimers
protected

Definition at line 771 of file InGameUI.h.

◆ m_soloNexusSelectedDrawableID

DrawableID InGameUI::m_soloNexusSelectedDrawableID
protected

The drawable of the nexus, if only one angry mob is selected, otherwise, null.

Definition at line 861 of file InGameUI.h.

◆ m_superweaponFlashColor

Color InGameUI::m_superweaponFlashColor
protected

Definition at line 762 of file InGameUI.h.

◆ m_superweaponFlashDuration

Real InGameUI::m_superweaponFlashDuration
protected

Definition at line 751 of file InGameUI.h.

◆ m_superweaponHiddenByScript

Bool InGameUI::m_superweaponHiddenByScript
protected

Definition at line 704 of file InGameUI.h.

◆ m_superweaponLastFlashFrame

Int InGameUI::m_superweaponLastFlashFrame
protected

for flashing the text when the weapon is ready

Definition at line 761 of file InGameUI.h.

◆ m_superweaponNormalBold

Bool InGameUI::m_superweaponNormalBold
protected

Definition at line 756 of file InGameUI.h.

◆ m_superweaponNormalFont

AsciiString InGameUI::m_superweaponNormalFont
protected

Definition at line 754 of file InGameUI.h.

◆ m_superweaponNormalPointSize

Int InGameUI::m_superweaponNormalPointSize
protected

Definition at line 755 of file InGameUI.h.

◆ m_superweaponPosition

Coord2D InGameUI::m_superweaponPosition
protected

Definition at line 750 of file InGameUI.h.

◆ m_superweaponReadyBold

Bool InGameUI::m_superweaponReadyBold
protected

Definition at line 759 of file InGameUI.h.

◆ m_superweaponReadyFont

AsciiString InGameUI::m_superweaponReadyFont
protected

Definition at line 757 of file InGameUI.h.

◆ m_superweaponReadyPointSize

Int InGameUI::m_superweaponReadyPointSize
protected

Definition at line 758 of file InGameUI.h.

◆ m_superweapons

SuperweaponMap InGameUI::m_superweapons[MAX_PLAYER_COUNT]
protected

Definition at line 749 of file InGameUI.h.

◆ m_superweaponUsedFlashColor

Bool InGameUI::m_superweaponUsedFlashColor
protected

Definition at line 763 of file InGameUI.h.

◆ m_tooltipsDisabledUntil

UnsignedInt InGameUI::m_tooltipsDisabledUntil
protected

Definition at line 788 of file InGameUI.h.

◆ m_uiMessages

UIMessage InGameUI::m_uiMessages[MAX_UI_MESSAGES]
protected

messages to display to the user, the array is organized with newer messages at index 0, and increasing to older ones

Definition at line 745 of file InGameUI.h.

◆ m_videoBuffer

VideoBuffer* InGameUI::m_videoBuffer
protected

video playback buffer

Definition at line 737 of file InGameUI.h.

◆ m_videoStream

VideoStreamInterface* InGameUI::m_videoStream
protected

Video stream;.

Definition at line 738 of file InGameUI.h.

◆ m_waypointMode

Bool InGameUI::m_waypointMode
protected

are we in waypoint plotting mode?

Definition at line 836 of file InGameUI.h.

◆ m_windowLayouts

std::list<WindowLayout *> InGameUI::m_windowLayouts
protected

sort of

Definition at line 711 of file InGameUI.h.

◆ m_worldAnimationList

WorldAnimationList InGameUI::m_worldAnimationList
protected

the list of world animations

Definition at line 854 of file InGameUI.h.

◆ s_fieldParseTable

const FieldParse InGameUI::s_fieldParseTable
staticprotected

Definition at line 776 of file InGameUI.h.


The documentation for this class was generated from the following files: