Richard Boegli's CnC_Generals_Zero_Hour Fork WIP
This is documentation of Richard Boegil's Zero Hour Fork
 
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W3DInGameUI Class Reference

#include <W3DInGameUI.h>

Inherits InGameUI.

Public Member Functions

 W3DInGameUI ()
 
virtual ~W3DInGameUI ()
 
virtual void init (void)
 Initialize the in-game user interface.
 
virtual void update (void)
 
virtual void reset (void)
 Reset.
 
virtual void draw (void)
 Render the in-game user interface.
 
- Public Member Functions inherited from InGameUI
 InGameUI (void)
 
virtual ~InGameUI (void)
 
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 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 Member Functions

virtual ViewcreateView (void)
 factory for views
 
virtual void drawSelectionRegion (void)
 draw the selection region on screen
 
virtual void drawMoveHints (View *view)
 draw move hint visual feedback
 
virtual void drawAttackHints (View *view)
 draw attack hint visual feedback
 
virtual void drawPlaceAngle (View *view)
 draw place building angle if needed
 
- Protected Member Functions inherited from InGameUI
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.
 
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

RenderObjClassm_moveHintRenderObj [MAX_MOVE_HINTS]
 
HAnimClassm_moveHintAnim [MAX_MOVE_HINTS]
 
RenderObjClassm_buildingPlacementAnchor
 
RenderObjClassm_buildingPlacementArrow
 
- Protected Attributes inherited from InGameUI
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
 

Additional Inherited Members

- Public Types inherited from InGameUI
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
}
 
- Protected Types inherited from InGameUI
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
 
- Static Protected Attributes inherited from InGameUI
static const FieldParse s_fieldParseTable []
 

Detailed Description

Implementation for the W3D game user interface. This singleton is responsible for all user interaction and feedback with as part of the user interface

Definition at line 56 of file W3DInGameUI.h.

Constructor & Destructor Documentation

◆ W3DInGameUI()

W3DInGameUI::W3DInGameUI ( )

Definition at line 271 of file W3DInGameUI.cpp.

◆ ~W3DInGameUI()

W3DInGameUI::~W3DInGameUI ( )
virtual

Definition at line 290 of file W3DInGameUI.cpp.

Member Function Documentation

◆ createView()

virtual View * W3DInGameUI::createView ( void )
inlineprotectedvirtual

factory for views

Implements InGameUI.

Definition at line 75 of file W3DInGameUI.h.

◆ draw()

void W3DInGameUI::draw ( void )
virtual

Render the in-game user interface.

Draw member for the W3D implemenation of the game user interface

Todo
should the UI be iterating through views like this?

Implements InGameUI.

Definition at line 393 of file W3DInGameUI.cpp.

◆ drawAttackHints()

void W3DInGameUI::drawAttackHints ( View * view)
protectedvirtual

draw attack hint visual feedback

Draw visual back for clicking to attack a unit in the world

Definition at line 590 of file W3DInGameUI.cpp.

◆ drawMoveHints()

void W3DInGameUI::drawMoveHints ( View * view)
protectedvirtual

draw move hint visual feedback

Draw the visual feedback for clicking in the world and telling units to move there

Todo
write this to check if point is visible in view

Definition at line 468 of file W3DInGameUI.cpp.

◆ drawPlaceAngle()

void W3DInGameUI::drawPlaceAngle ( View * view)
protectedvirtual

draw place building angle if needed

Draw the angle selection for placing building if needed

Definition at line 598 of file W3DInGameUI.cpp.

◆ drawSelectionRegion()

void W3DInGameUI::drawSelectionRegion ( void )
protectedvirtual

draw the selection region on screen

draw 2d selection region on screen

Definition at line 450 of file W3DInGameUI.cpp.

◆ init()

void W3DInGameUI::init ( void )
virtual

Initialize the in-game user interface.

Reimplemented from InGameUI.

Definition at line 343 of file W3DInGameUI.cpp.

◆ reset()

void W3DInGameUI::reset ( void )
virtual

Reset.

Reset the in game ui

Reimplemented from InGameUI.

Definition at line 382 of file W3DInGameUI.cpp.

◆ update()

void W3DInGameUI::update ( void )
virtual

Update in game UI

Reimplemented from InGameUI.

Definition at line 371 of file W3DInGameUI.cpp.

Member Data Documentation

◆ m_buildingPlacementAnchor

RenderObjClass* W3DInGameUI::m_buildingPlacementAnchor
protected

Definition at line 84 of file W3DInGameUI.h.

◆ m_buildingPlacementArrow

RenderObjClass* W3DInGameUI::m_buildingPlacementArrow
protected

Definition at line 85 of file W3DInGameUI.h.

◆ m_moveHintAnim

HAnimClass* W3DInGameUI::m_moveHintAnim[MAX_MOVE_HINTS]
protected

Definition at line 83 of file W3DInGameUI.h.

◆ m_moveHintRenderObj

RenderObjClass* W3DInGameUI::m_moveHintRenderObj[MAX_MOVE_HINTS]
protected

Definition at line 82 of file W3DInGameUI.h.


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