/* ** Command & Conquer Generals Zero Hour(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: DifficultySelect.cpp ///////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // created: Nov 2002 // // Filename: DifficultySelect.cpp // // author: Chris Huybregts // // purpose: The popup campaign difficulty select // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // SYSTEM INCLUDES //////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine //----------------------------------------------------------------------------- // USER INCLUDES ////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- #include "Common/UserPreferences.h" #include "GameClient/WindowLayout.h" #include "GameClient/Gadget.h" #include "GameClient/Shell.h" #include "GameClient/KeyDefs.h" #include "GameClient/GameWindowManager.h" #include "GameClient/GadgetPushButton.h" #include "GameClient/GadgetRadioButton.h" #include "GameClient/CampaignManager.h" #include "GameLogic/ScriptEngine.h" //----------------------------------------------------------------------------- // DEFINES //////////////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- static GameDifficulty s_AIDiff = DIFFICULTY_NORMAL; static NameKeyType buttonOkID = NAMEKEY_INVALID; static GameWindow * buttonOk = NULL; static NameKeyType buttonCancelID = NAMEKEY_INVALID; static GameWindow * buttonCancel = NULL; static NameKeyType radioButtonEasyAIID = NAMEKEY_INVALID; static NameKeyType radioButtonMediumAIID = NAMEKEY_INVALID; static NameKeyType radioButtonHardAIID = NAMEKEY_INVALID; static GameWindow * radioButtonEasyAI = NULL; static GameWindow * radioButtonMediumAI = NULL; static GameWindow * radioButtonHardAI = NULL; void setupGameStart(AsciiString mapName, GameDifficulty diff); //----------------------------------------------------------------------------- // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// //----------------------------------------------------------------------------- static void SetDifficultyRadioButton( void ) { OptionPreferences pref; if (!TheScriptEngine) { s_AIDiff = DIFFICULTY_NORMAL; } else { switch (pref.getCampaignDifficulty()) { case DIFFICULTY_EASY: { GadgetRadioSetSelection(radioButtonEasyAI, FALSE); s_AIDiff = DIFFICULTY_EASY; break; } case DIFFICULTY_NORMAL: { GadgetRadioSetSelection(radioButtonMediumAI, FALSE); s_AIDiff = DIFFICULTY_NORMAL; break; } case DIFFICULTY_HARD: { GadgetRadioSetSelection(radioButtonHardAI, FALSE); s_AIDiff = DIFFICULTY_HARD; break; } default: { DEBUG_CRASH(("unrecognized difficulty level in the script engine")); } } } // if (TheScriptEngine) } void DifficultySelectInit( WindowLayout *layout, void *userData ) { AsciiString parentName( "DifficultySelect.wnd:DifficultySelectParent" ); NameKeyType parentID = TheNameKeyGenerator->nameToKey( parentName ); GameWindow *parent = TheWindowManager->winGetWindowFromId( NULL, parentID ); buttonOkID = TheNameKeyGenerator->nameToKey( "DifficultySelect.wnd:ButtonOk" ); buttonOk = TheWindowManager->winGetWindowFromId( parent, buttonOkID ); buttonCancelID = TheNameKeyGenerator->nameToKey( "DifficultySelect.wnd:ButtonCancel" ); buttonCancel = TheWindowManager->winGetWindowFromId( parent, buttonCancelID ); radioButtonEasyAIID = TheNameKeyGenerator->nameToKey( AsciiString("DifficultySelect.wnd:RadioButtonEasy") ); radioButtonEasyAI = TheWindowManager->winGetWindowFromId( parent, radioButtonEasyAIID ); radioButtonMediumAIID = TheNameKeyGenerator->nameToKey( AsciiString("DifficultySelect.wnd:RadioButtonMedium") ); radioButtonMediumAI = TheWindowManager->winGetWindowFromId( parent, radioButtonMediumAIID ); radioButtonHardAIID = TheNameKeyGenerator->nameToKey( AsciiString("DifficultySelect.wnd:RadioButtonHard") ); radioButtonHardAI = TheWindowManager->winGetWindowFromId( parent, radioButtonHardAIID ); s_AIDiff = DIFFICULTY_NORMAL; SetDifficultyRadioButton(); // set keyboard focus to main parent // AsciiString parentName( "SkirmishMapSelectMenu.wnd:SkrimishMapSelectMenuParent" ); // NameKeyType parentID = TheNameKeyGenerator->nameToKey( parentName ); // parent = TheWindowManager->winGetWindowFromId( NULL, parentID ); // // TheWindowManager->winSetFocus( parent ); // parent->winBringToTop(); TheWindowManager->winSetModal(parent); } // end SkirmishMapSelectMenuInit //------------------------------------------------------------------------------------------------- /** Map select menu input callback */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType DifficultySelectInput( 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 ) ) // { // AsciiString buttonName( "SkirmishMapSelectMenu.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 SkirmishMapSelectMenuInput //------------------------------------------------------------------------------------------------- /** MapSelect menu window system callback */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType DifficultySelectSystem( 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; return MSG_HANDLED; } // end input //--------------------------------------------------------------------------------------------- case GBM_SELECTED: { // this isn't fixed yet GameWindow *control = (GameWindow *)mData1; Int controlID = control->winGetWindowId(); if ( controlID == buttonOkID ) { OptionPreferences pref; pref.setCampaignDifficulty(s_AIDiff); pref.write(); //TheScriptEngine->setGlobalDifficulty(s_AIDiff); // CANNOT DO THIS! REPLAYS WILL BREAK! WindowLayout *layout = window->winGetLayout(); layout->destroyWindows(); layout->deleteInstance(); setupGameStart(TheCampaignManager->getCurrentMap(), s_AIDiff); // start the game } else if ( controlID == buttonCancelID ) { TheCampaignManager->setCampaign( AsciiString::TheEmptyString ); TheWindowManager->winUnsetModal(window); WindowLayout *layout = window->winGetLayout(); layout->destroyWindows(); layout->deleteInstance(); } else if ( controlID == radioButtonEasyAIID ) { s_AIDiff = DIFFICULTY_EASY; } else if ( controlID == radioButtonMediumAIID ) { s_AIDiff = DIFFICULTY_NORMAL; } else if ( controlID == radioButtonHardAIID ) { s_AIDiff = DIFFICULTY_HARD; } break; } // end selected default: return MSG_IGNORED; } // end switch return MSG_HANDLED; } //----------------------------------------------------------------------------- // PRIVATE FUNCTIONS ////////////////////////////////////////////////////////// //-----------------------------------------------------------------------------