/* ** 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: WOLLoginMenu.cpp // Author: Chris Huybregts, November 2001 // Description: Lan Lobby Menu /////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "Common/GameEngine.h" #include "GameClient/WindowLayout.h" #include "GameClient/Gadget.h" #include "GameClient/Shell.h" #include "GameClient/KeyDefs.h" #include "GameClient/GameWindowManager.h" #include "GameClient/GadgetListBox.h" #include "GameClient/GadgetTextEntry.h" //#include "GameNetwork/WOL.h" //#include "GameNetwork/WOLmenus.h" // PRIVATE DATA /////////////////////////////////////////////////////////////////////////////////// // window ids ------------------------------------------------------------------------------ static NameKeyType parentWOLStatusID = NAMEKEY_INVALID; static NameKeyType buttonDisconnectID = NAMEKEY_INVALID; // Window Pointers ------------------------------------------------------------------------ static GameWindow *parentWOLStatus = NULL; static GameWindow *buttonDisconnect = NULL; GameWindow *progressTextWindow = NULL; //------------------------------------------------------------------------------------------------- /** Initialize the WOL Status Menu */ //------------------------------------------------------------------------------------------------- void WOLStatusMenuInit( WindowLayout *layout, void *userData ) { parentWOLStatusID = TheNameKeyGenerator->nameToKey( AsciiString( "WOLStatusMenu.wnd:WOLStatusMenuParent" ) ); buttonDisconnectID = TheNameKeyGenerator->nameToKey( AsciiString( "WOLStatusMenu.wnd:ButtonDisconnect" ) ); parentWOLStatus = TheWindowManager->winGetWindowFromId( NULL, parentWOLStatusID ); buttonDisconnect = TheWindowManager->winGetWindowFromId( NULL, buttonDisconnectID); progressTextWindow = TheWindowManager->winGetWindowFromId( NULL, TheNameKeyGenerator->nameToKey( AsciiString( "WOLStatusMenu.wnd:ListboxStatus" ) ) ); // Show Menu layout->hide( FALSE ); // Set Keyboard to Main Parent TheWindowManager->winSetFocus( parentWOLStatus ); //progressLayout = TheShell->top(); //WOL::raiseWOLMessageBox(); } // WOLStatusMenuInit //------------------------------------------------------------------------------------------------- /** WOL Status Menu shutdown method */ //------------------------------------------------------------------------------------------------- void WOLStatusMenuShutdown( WindowLayout *layout, void *userData ) { // hide menu layout->hide( TRUE ); // our shutdown is complete TheShell->shutdownComplete( layout ); //progressLayout = NULL; //WOL::raiseWOLMessageBox(); } // WOLStatusMenuShutdown //------------------------------------------------------------------------------------------------- /** WOL Status Menu update method */ //------------------------------------------------------------------------------------------------- void WOLStatusMenuUpdate( WindowLayout * layout, void *userData) { //if (WOL::TheWOL) //WOL::TheWOL->update(); }// WOLStatusMenuUpdate //------------------------------------------------------------------------------------------------- /** WOL Status Menu input callback */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType WOLStatusMenuInput( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { switch( msg ) { // -------------------------------------------------------------------------------------------- case GWM_CHAR: { UnsignedByte key = mData1; UnsignedByte state = mData2; 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 ) ) { TheWindowManager->winSendSystemMsg( window, GBM_SELECTED, (WindowMsgData)buttonDisconnect, buttonDisconnectID ); } // 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; }// WOLStatusMenuInput //------------------------------------------------------------------------------------------------- /** WOL Status Menu window system callback */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType WOLStatusMenuSystem( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { UnicodeString txtInput; switch( msg ) { case GWM_CREATE: { break; } // case GWM_DESTROY: case GWM_DESTROY: { break; } // case GWM_DESTROY: 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 GBM_SELECTED: { /* GameWindow *control = (GameWindow *)mData1; Int controlID = control->winGetWindowId(); if ( controlID == buttonDisconnectID ) { //TheShell->pop(); if (WOL::TheWOL->setState( WOL::WOLAPI_FATAL_ERROR )) { WOL::TheWOL->addCommand( WOL::WOLCOMMAND_RESET ); // don't display an error, log out, or anything } } //if ( controlID == buttonDisconnect ) */ break; }// case GBM_SELECTED: case GEM_EDIT_DONE: { break; } default: return MSG_IGNORED; }//Switch return MSG_HANDLED; }// WOLStatusMenuSystem