/* ** 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: SinglePlayerMenu.cpp ///////////////////////////////////////////////////////////////////// // Author: Colin Day, October 2001 // Description: Single Player Menus /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/GameEngine.h" #include "GameClient/AnimateWindowManager.h" #include "GameClient/WindowLayout.h" #include "GameClient/Gadget.h" #include "GameClient/Shell.h" #include "GameClient/KeyDefs.h" #include "GameClient/GameWindowManager.h" static Bool isShuttingDown = false; static Bool buttonPushed = false; //------------------------------------------------------------------------------------------------- /** This is called when a shutdown is complete for this menu */ //------------------------------------------------------------------------------------------------- static void shutdownComplete( WindowLayout *layout ) { isShuttingDown = false; // hide the layout layout->hide( TRUE ); // our shutdown is complete TheShell->shutdownComplete( layout ); } // end if //------------------------------------------------------------------------------------------------- /** Initialize the single player menu */ //------------------------------------------------------------------------------------------------- void SinglePlayerMenuInit( WindowLayout *layout, void *userData ) { TheShell->showShellMap(TRUE); buttonPushed = false; isShuttingDown = false; // show menu layout->hide( FALSE ); // set keyboard focus to main parent AsciiString parentName( "SinglePlayerMenu.wnd:SinglePlayerMenuParent" ); NameKeyType parentID = TheNameKeyGenerator->nameToKey( parentName ); GameWindow *parent = TheWindowManager->winGetWindowFromId( NULL, parentID ); TheWindowManager->winSetFocus( parent ); NameKeyType buttonNewID = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonNew") ); GameWindow *buttonNew = TheWindowManager->winGetWindowFromId( NULL, buttonNewID ); TheShell->registerWithAnimateManager(buttonNew, WIN_ANIMATION_SLIDE_LEFT, TRUE,1); NameKeyType buttonLoadID = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonLoad") ); GameWindow *buttonLoad = TheWindowManager->winGetWindowFromId( NULL, buttonLoadID ); TheShell->registerWithAnimateManager(buttonLoad, WIN_ANIMATION_SLIDE_LEFT, TRUE,200); NameKeyType buttonBackID = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonBack") ); GameWindow *buttonBack = TheWindowManager->winGetWindowFromId( NULL, buttonBackID ); TheShell->registerWithAnimateManager(buttonBack, WIN_ANIMATION_SLIDE_RIGHT, TRUE,1); //TheShell->registerWithAnimateManager(parent, WIN_ANIMATION_SLIDE_TOP, TRUE); } // end SinglePlayerMenuInit //------------------------------------------------------------------------------------------------- /** single player menu shutdown method */ //------------------------------------------------------------------------------------------------- void SinglePlayerMenuShutdown( WindowLayout *layout, void *userData ) { isShuttingDown = true; // if we are shutting down for an immediate pop, skip the animations Bool popImmediate = *(Bool *)userData; if( popImmediate ) { shutdownComplete( layout ); return; } //end if TheShell->reverseAnimatewindow(); } // end SinglePlayerMenuShutdown //------------------------------------------------------------------------------------------------- /** single player menu update method */ //------------------------------------------------------------------------------------------------- void SinglePlayerMenuUpdate( WindowLayout *layout, void *userData ) { // We'll only be successful if we've requested to if(isShuttingDown && TheShell->isAnimFinished()) shutdownComplete(layout); } // end SinglePlayerMenuUpdate //------------------------------------------------------------------------------------------------- /** SinglePlayer menu input callback */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType SinglePlayerMenuInput( 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_ESC: { // // send a simulated selected event to the parent window of the // back/exit button // if( BitTest( state, KEY_STATE_UP ) ) { AsciiString buttonName( "SinglePlayerMenu.wnd:ButtonBack" ); NameKeyType buttonID = TheNameKeyGenerator->nameToKey( buttonName ); GameWindow *button = TheWindowManager->winGetWindowFromId( window, buttonID ); TheWindowManager->winSendSystemMsg( window, GBM_SELECTED, (WindowMsgData)button, buttonID ); } // 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; } // end SinglePlayerMenuInput //------------------------------------------------------------------------------------------------- /** single player menu window system callback */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType SinglePlayerMenuSystem( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { static NameKeyType buttonNew = NAMEKEY_INVALID; static NameKeyType buttonLoad = NAMEKEY_INVALID; static NameKeyType buttonBack = NAMEKEY_INVALID; switch( msg ) { // -------------------------------------------------------------------------------------------- case GWM_CREATE: { // get ids for our children controls buttonNew = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonNew") ); buttonLoad = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonLoad") ); buttonBack = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonBack") ); 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; return MSG_HANDLED; } // end input //--------------------------------------------------------------------------------------------- case GBM_SELECTED: { GameWindow *control = (GameWindow *)mData1; Int controlID = control->winGetWindowId(); if (buttonPushed) break; if( controlID == buttonNew ) { // open up the map select menu TheShell->push( AsciiString( "Menus/MapSelectMenu.wnd" ) ); buttonPushed = true; } // end if else if( controlID == buttonLoad ) { } // end else if else if( controlID == buttonBack ) { // thou art directed to return to thy known solar system immediately! TheShell->pop(); buttonPushed = true; } // end else if break; } // end selected default: return MSG_IGNORED; } // end switch return MSG_HANDLED; } // end SinglePlayerMenuSystem