/* ** Command & Conquer Generals(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ //////////////////////////////////////////////////////////////////////////////// // // // (c) 2001-2003 Electronic Arts Inc. // // // //////////////////////////////////////////////////////////////////////////////// // FILE: GeneralsExpPoints.cpp ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // created: Oct 2002 // // Filename: GeneralsExpPoints.cpp // // author: Chris Huybregts // // purpose: File used to populate/update/show/hide the generals exp screen // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // SYSTEM INCLUDES //////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine //----------------------------------------------------------------------------- // USER INCLUDES ////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "GameClient/ControlBar.h" #include "GameClient/GUICallbacks.h" #include "GameClient/GameWindow.h" #include "GameClient/Gadget.h" #include "GameClient/KeyDefs.h" #include "GameClient/ControlBar.h" #include "GameClient/InGameUI.h" //----------------------------------------------------------------------------- // DEFINES //////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- WindowMsgHandledType GeneralsExpPointsInput( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { switch( msg ) { // -------------------------------------------------------------------------------------------- case GWM_MOUSE_ENTERING: //Get rid of any building placement mode! if( TheInGameUI ) { TheInGameUI->placeBuildAvailable( NULL, NULL ); } break; case GWM_CHAR: { UnsignedByte key = mData1; // UnsignedByte state = mData2; switch( key ) { // ---------------------------------------------------------------------------------------- case KEY_ESC: { TheControlBar->hidePurchaseScience(); return MSG_HANDLED; //return MSG_IGNORED; } // end escape } // end switch( key ) return MSG_HANDLED; } // end char } return MSG_HANDLED; } // end DiplomacyInput //----------------------------------------------------------------------------- // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- WindowMsgHandledType GeneralsExpPointsSystem( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { switch( msg ) { //--------------------------------------------------------------------------------------------- case GGM_FOCUS_CHANGE: { // Bool focus = (Bool) mData1; //if (focus) //TheWindowManager->winSetGrabWindow( chatTextEntry ); break; } // end focus change //--------------------------------------------------------------------------------------------- case GWM_INPUT_FOCUS: { // if we're given the opportunity to take the keyboard focus we must say we don't want it if( mData1 == TRUE ) *(Bool *)mData2 = FALSE; return MSG_HANDLED; }//case GWM_INPUT_FOCUS: //--------------------------------------------------------------------------------------------- case GBM_SELECTED: { GameWindow *control = (GameWindow *)mData1; NameKeyType controlID = (NameKeyType)control->winGetWindowId(); static NameKeyType buttonExitID = NAMEKEY( "GeneralsExpPoints.wnd:ButtonExit" ); if (controlID == buttonExitID) { TheControlBar->hidePurchaseScience(); } else TheControlBar->processContextSensitiveButtonClick( control, (GadgetGameMessage)msg ); break; } // end button selected //--------------------------------------------------------------------------------------------- default: return MSG_IGNORED; } // end switch( msg ) return MSG_HANDLED; } // end GeneralsExpPointsSystem //----------------------------------------------------------------------------- // PRIVATE FUNCTIONS ////////////////////////////////////////////////////////// //-----------------------------------------------------------------------------