/* ** 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: InGameChat.cpp /////////////////////////////////////////////////////////////////////// // Author: Matthew D. Campbell - June 2002 // Desc: GUI callbacks for the in-game chat entry /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/Player.h" #include "Common/PlayerList.h" #include "GameClient/DisconnectMenu.h" #include "GameClient/GameWindow.h" #include "GameClient/Gadget.h" #include "GameClient/GadgetTextEntry.h" #include "GameClient/GadgetStaticText.h" #include "GameClient/GameClient.h" #include "GameClient/GameText.h" #include "GameClient/GUICallbacks.h" #include "GameClient/InGameUI.h" #include "GameClient/LanguageFilter.h" #include "GameLogic/GameLogic.h" #include "GameNetwork/GameInfo.h" #include "GameNetwork/NetworkInterface.h" static GameWindow *chatWindow = NULL; static GameWindow *chatTextEntry = NULL; static GameWindow *chatTypeStaticText = NULL; static UnicodeString s_savedChat; static InGameChatType inGameChatType; // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void ShowInGameChat( Bool immediate ) { #if !defined(_PLAYTEST) if (TheGameLogic->isInReplayGame()) return; #endif if (TheInGameUI->isQuitMenuVisible()) return; if (TheDisconnectMenu && TheDisconnectMenu->isScreenVisible()) return; if (chatWindow) { chatWindow->winHide(FALSE); chatWindow->winEnable(TRUE); chatTextEntry->winHide(FALSE); chatTextEntry->winEnable(TRUE); GadgetTextEntrySetText( chatTextEntry, s_savedChat ); s_savedChat.clear(); } else { chatWindow = TheWindowManager->winCreateFromScript( AsciiString("InGameChat.wnd") ); static NameKeyType textEntryChatID = TheNameKeyGenerator->nameToKey( "InGameChat.wnd:TextEntryChat" ); chatTextEntry = TheWindowManager->winGetWindowFromId( NULL, textEntryChatID ); GadgetTextEntrySetText( chatTextEntry, UnicodeString::TheEmptyString ); static NameKeyType chatTypeStaticTextID = TheNameKeyGenerator->nameToKey( "InGameChat.wnd:StaticTextChatType" ); chatTypeStaticText = TheWindowManager->winGetWindowFromId( NULL, chatTypeStaticTextID ); } TheWindowManager->winSetFocus( chatTextEntry ); SetInGameChatType( INGAME_CHAT_EVERYONE ); } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void ResetInGameChat( void ) { if(chatWindow) TheWindowManager->winDestroy( chatWindow ); chatWindow = NULL; chatTextEntry = NULL; chatTypeStaticText = NULL; s_savedChat.clear(); } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void HideInGameChat( Bool immediate ) { if (chatWindow) { s_savedChat = GadgetTextEntryGetText( chatTextEntry ); chatWindow->winHide(TRUE); chatWindow->winEnable(FALSE); chatTextEntry->winHide(TRUE); chatTextEntry->winEnable(FALSE); TheWindowManager->winSetFocus( NULL ); } TheWindowManager->winSetFocus( NULL ); } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void SetInGameChatType( InGameChatType chatType ) { inGameChatType = chatType; if (chatTypeStaticText) { switch (inGameChatType) { case INGAME_CHAT_EVERYONE: if (ThePlayerList->getLocalPlayer()->isPlayerActive()) GadgetStaticTextSetText( chatTypeStaticText, TheGameText->fetch("Chat:Everyone") ); else GadgetStaticTextSetText( chatTypeStaticText, TheGameText->fetch("Chat:Observers") ); break; case INGAME_CHAT_ALLIES: GadgetStaticTextSetText( chatTypeStaticText, TheGameText->fetch("Chat:Allies") ); break; case INGAME_CHAT_PLAYERS: GadgetStaticTextSetText( chatTypeStaticText, TheGameText->fetch("Chat:Players") ); break; } } } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ Bool IsInGameChatActive() { if (chatWindow != NULL) { if (chatWindow->winIsHidden() == FALSE) { return TRUE; } } return FALSE; } // Slash commands ------------------------------------------------------------------------- extern "C" { int getQR2HostingStatus(void); } extern int isThreadHosting; Bool handleInGameSlashCommands(UnicodeString uText) { AsciiString message; message.translate(uText); if (message.getCharAt(0) != '/') { return FALSE; // not a slash command } AsciiString remainder = message.str() + 1; AsciiString token; remainder.nextToken(&token); token.toLower(); if (token == "host") { UnicodeString s; s.format(L"Hosting qr2:%d thread:%d", getQR2HostingStatus(), isThreadHosting); TheInGameUI->message(s); return TRUE; // was a slash command } return FALSE; // not a slash command } // ------------------------------------------------------------------------------------------------ // ------------------------------------------------------------------------------------------------ void ToggleInGameChat( Bool immediate ) { static Bool justHid = false; if (justHid) { justHid = false; return; } #if !defined(_PLAYTEST) if (TheGameLogic->isInReplayGame()) return; #endif if (!TheGameInfo->isMultiPlayer() && TheGlobalData->m_netMinPlayers) return; if (chatWindow) { Bool show = chatWindow->winIsHidden(); if (show) ShowInGameChat( immediate ); else { if (chatTextEntry) { // Send what is there, clear it out, and hide the window UnicodeString msg = GadgetTextEntryGetText( chatTextEntry ); msg.trim(); if (!msg.isEmpty() && !handleInGameSlashCommands(msg)) { const Player *localPlayer = ThePlayerList->getLocalPlayer(); AsciiString playerName; Int playerMask = 0; for (Int i=0; ifindPlayerWithNameKey( TheNameKeyGenerator->nameToKey( playerName ) ); if (player && localPlayer) { switch (inGameChatType) { case INGAME_CHAT_EVERYONE: if (!TheGameInfo->getConstSlot(i)->isMuted()) playerMask |= (1<getRelationship(localPlayer->getDefaultTeam()) == ALLIES && localPlayer->getRelationship(player->getDefaultTeam()) == ALLIES) || player==localPlayer ) playerMask |= (1<filterLine(msg); TheNetwork->sendChat(msg, playerMask); } GadgetTextEntrySetText( chatTextEntry, UnicodeString::TheEmptyString ); HideInGameChat( immediate ); justHid = true; } } } else { ShowInGameChat( immediate ); } } //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- WindowMsgHandledType InGameChatInput( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { switch( msg ) { // -------------------------------------------------------------------------------------------- case GWM_CHAR: { UnsignedByte key = mData1; // UnsignedByte state = mData2; switch( key ) { // ---------------------------------------------------------------------------------------- case KEY_ESC: { HideInGameChat(); return MSG_HANDLED; //return MSG_IGNORED; } // end escape } // end switch( key ) return MSG_HANDLED; } // end char } return MSG_IGNORED; } // end InGameChatInput //------------------------------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- WindowMsgHandledType InGameChatSystem( 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 givin the opportunity to take the keyboard focus we must say we want it if( mData1 == TRUE ) *(Bool *)mData2 = TRUE; return MSG_HANDLED; }//case GWM_INPUT_FOCUS: //--------------------------------------------------------------------------------------------- case GEM_EDIT_DONE: { ToggleInGameChat(); //HideInGameChat(); break; } // end button selected //--------------------------------------------------------------------------------------------- case GBM_SELECTED: { GameWindow *control = (GameWindow *)mData1; static NameKeyType buttonClearID = TheNameKeyGenerator->nameToKey( AsciiString( "InGameChat.wnd:ButtonClear" ) ); if (control && control->winGetWindowId() == buttonClearID) { if (chatTextEntry) GadgetTextEntrySetText( chatTextEntry, UnicodeString::TheEmptyString ); s_savedChat.clear(); } break; } // end button selected //--------------------------------------------------------------------------------------------- default: return MSG_IGNORED; } // end switch( msg ) return MSG_HANDLED; } // end InGameChatSystem