/* ** 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: W3DMOTD.cpp ////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Westwood Studios Pacific. // // Confidential Information // Copyright (C) 2001 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: W3DMOTD.cpp // // Created: Colin Day, August 2001 // // Desc: Message of the day // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// // SYSTEM INCLUDES //////////////////////////////////////////////////////////// #include #include // USER INCLUDES ////////////////////////////////////////////////////////////// #include "Common/NameKeyGenerator.h" #include "GameClient/GameWindow.h" #include "GameClient/GameWindowManager.h" #include "GameClient/DisplayStringManager.h" #include "GameClient/GadgetSlider.h" /////////////////////////////////////////////////////////////////////////////// // DEFINES //////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // PRIVATE TYPES ////////////////////////////////////////////////////////////// // PRIVATE DATA /////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // PUBLIC DATA //////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// static NameKeyType closeButtonID = NAMEKEY_INVALID; // PRIVATE PROTOTYPES ///////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // PRIVATE FUNCTIONS ////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// /////////////////////////////////////////////////////////////////////////////// // MOTDSystem ================================================================= /** Message of the day */ //============================================================================= WindowMsgHandledType MOTDSystem( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { switch( msg ) { // ------------------------------------------------------------------------ case GWM_CREATE: { // load id's needed closeButtonID = TheNameKeyGenerator->nameToKey( "MOTD.wnd:CloseMOTD" ); break; } // end create // ------------------------------------------------------------------------ case GWM_DESTROY: { break; } // end case // ------------------------------------------------------------------------ case GBM_SELECTED: { GameWindow *control = (GameWindow *)mData1; Int controlID = control->winGetWindowId(); if( controlID == closeButtonID ) window->winHide( !window->winIsHidden() ); break; } // end selected default: return MSG_IGNORED; } // end switch return MSG_HANDLED; } // end MOTDSystem