/* ** 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: InGamePopupMessage.cpp ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // created: Jul 2002 // // Filename: InGamePopupMessage.cpp // // author: Chris Huybregts // // purpose: Init, input, and system for the in game message popup // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // SYSTEM INCLUDES //////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // USER INCLUDES ////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/GlobalData.h" #include "Common/NameKeyGenerator.h" #include "Common/Version.h" #include "Common/MessageStream.h" #include "GameClient/WindowLayout.h" #include "GameClient/Gadget.h" #include "GameClient/GadgetStaticText.h" #include "GameClient/KeyDefs.h" #include "GameClient/GameWindowManager.h" #include "GameClient/InGameUI.h" #include "GameClient/DisplayStringManager.h" //----------------------------------------------------------------------------- // DEFINES //////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- static NameKeyType parentID = NAMEKEY_INVALID; static NameKeyType staticTextMessageID = NAMEKEY_INVALID; static NameKeyType buttonOkID = NAMEKEY_INVALID; static GameWindow *parent = NULL; static GameWindow *staticTextMessage = NULL; static GameWindow *buttonOk = NULL; static Bool pause = FALSE; //----------------------------------------------------------------------------- // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- //------------------------------------------------------------------------------------------------- /** Initialize the InGamePopupMessageInit menu */ //------------------------------------------------------------------------------------------------- void InGamePopupMessageInit( WindowLayout *layout, void *userData ) { parentID = TheNameKeyGenerator->nameToKey(AsciiString("InGamePopupMessage.wnd:InGamePopupMessageParent")); parent = TheWindowManager->winGetWindowFromId(NULL, parentID); staticTextMessageID = TheNameKeyGenerator->nameToKey(AsciiString("InGamePopupMessage.wnd:StaticTextMessage")); staticTextMessage = TheWindowManager->winGetWindowFromId(parent, staticTextMessageID); buttonOkID = TheNameKeyGenerator->nameToKey(AsciiString("InGamePopupMessage.wnd:ButtonOk")); buttonOk = TheWindowManager->winGetWindowFromId(parent, buttonOkID); PopupMessageData *pMData = TheInGameUI->getPopupMessageData(); if(!pMData) { DEBUG_ASSERTCRASH(pMData, ("We're in InGamePopupMessage without a pointer to pMData\n") ); ///< @todo: add a call to the close this bitch method when I implement it CLH return; } DisplayString *tempString = TheDisplayStringManager->newDisplayString(); tempString->setText(pMData->message); tempString->setFont(staticTextMessage->winGetFont()); tempString->setWordWrap(pMData->width - 14); Int width, height; tempString->getSize(&width, &height); TheDisplayStringManager->freeDisplayString(tempString); GadgetStaticTextSetText(staticTextMessage, pMData->message); // set the positions/sizes Int widthOk, heightOk; buttonOk->winGetSize(&widthOk, &heightOk); parent->winSetPosition( pMData->x, pMData->y); parent->winSetSize( pMData->width, height + 7 + 2 + 2 + heightOk + 2 ); staticTextMessage->winSetPosition( 2, 2); staticTextMessage->winSetSize( pMData->width - 4, height + 7); buttonOk->winSetPosition(pMData->width - widthOk - 2, height + 7 + 2 + 2); staticTextMessage->winSetEnabledTextColors(pMData->textColor, 0); pause = pMData->pause; if(pMData->pause) TheWindowManager->winSetModal( parent ); TheWindowManager->winSetFocus( parent ); parent->winHide(FALSE); parent->winBringToTop(); } //------------------------------------------------------------------------------------------------- /** InGamePopupMessageInput callback */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType InGamePopupMessageInput( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { switch( msg ) { // -------------------------------------------------------------------------------------------- case GWM_CHAR: { UnsignedByte key = mData1; UnsignedByte state = mData2; // if (buttonPushed) // break; switch( key ) { // ---------------------------------------------------------------------------------------- case KEY_ENTER: case KEY_ESC: { // // send a simulated selected event to the parent window of the // back/exit button // if( BitTest( state, KEY_STATE_UP ) ) { TheWindowManager->winSendSystemMsg( window, GBM_SELECTED, (WindowMsgData)buttonOk, buttonOkID ); } // end if // don't let key fall through anywhere else return MSG_HANDLED; } // end escape } // end switch( key ) } // end char } // end switch( msg ) return MSG_IGNORED; } //------------------------------------------------------------------------------------------------- /** InGamePopupMessageSystem callback */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType InGamePopupMessageSystem( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { switch( msg ) { // -------------------------------------------------------------------------------------------- case GWM_CREATE: { break; } // end create //--------------------------------------------------------------------------------------------- case GWM_DESTROY: { break; } // end case //---------------------------------------------------------------------------------------------- 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; break; } // end input //--------------------------------------------------------------------------------------------- case GBM_SELECTED: { GameWindow *control = (GameWindow *)mData1; Int controlID = control->winGetWindowId(); if( controlID == buttonOkID ) { if(!pause) TheMessageStream->appendMessage( GameMessage::MSG_CLEAR_INGAME_POPUP_MESSAGE ); else TheInGameUI->clearPopupMessageData(); } break; } default: return MSG_IGNORED; } // end switch return MSG_HANDLED; } //----------------------------------------------------------------------------- // PRIVATE FUNCTIONS ////////////////////////////////////////////////////////// //-----------------------------------------------------------------------------