/*
** 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: LanMapSelectMenu.cpp ////////////////////////////////////////////////////////////////////////
// Author: Colin Day, October 2001
// Description: MapSelect menu window callbacks
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
#include "Common/GameEngine.h"
#include "Common/NameKeyGenerator.h"
#include "Common/MessageStream.h"
#include "Common/UserPreferences.h"
#include "GameClient/WindowLayout.h"
#include "GameClient/Gadget.h"
#include "GameClient/Shell.h"
#include "GameClient/GameWindowManager.h"
#include "GameClient/GadgetListBox.h"
#include "GameClient/GadgetRadioButton.h"
#include "GameNetwork/LANAPICallbacks.h"
#include "GameClient/MapUtil.h"
#include "GameNetwork/GUIUtil.h"
#ifdef _INTERNAL
// for occasional debugging...
//#pragma optimize("", off)
//#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
#endif
// PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
static NameKeyType buttonBack = NAMEKEY_INVALID;
static NameKeyType buttonOK = NAMEKEY_INVALID;
static NameKeyType listboxMap = NAMEKEY_INVALID;
static NameKeyType winMapPreviewID = NAMEKEY_INVALID;
static GameWindow *parent = NULL;
static GameWindow *mapList = NULL;
static GameWindow *winMapPreview = NULL;
static NameKeyType radioButtonSystemMapsID = NAMEKEY_INVALID;
static NameKeyType radioButtonUserMapsID = NAMEKEY_INVALID;
static GameWindow *buttonMapStartPosition[MAX_SLOTS] = {NULL,NULL,NULL,NULL,
NULL,NULL,NULL,NULL };
static NameKeyType buttonMapStartPositionID[MAX_SLOTS] = { NAMEKEY_INVALID,NAMEKEY_INVALID,
NAMEKEY_INVALID,NAMEKEY_INVALID,
NAMEKEY_INVALID,NAMEKEY_INVALID,
NAMEKEY_INVALID,NAMEKEY_INVALID };
// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
void positionStartSpots( AsciiString mapName, GameWindow *buttonMapStartPositions[], GameWindow *mapWindow);
static const char *layoutFilename = "LanGameOptionsMenu.wnd";
static const char *parentName = "LanGameOptionsMenuParent";
static const char *gadgetsToHide[] =
{
"MapWindow",
//"StaticTextTitle",
"StaticTextTeam",
"StaticTextFaction",
"StaticTextColor",
"TextEntryMapDisplay",
"ButtonSelectMap",
"ButtonStart",
"StaticTextMapPreview",
NULL // keep this last
};
static const char *perPlayerGadgetsToHide[] =
{
"ComboBoxTeam",
"ComboBoxColor",
"ComboBoxPlayerTemplate",
NULL // keep this last
};
static void showLANGameOptionsUnderlyingGUIElements( Bool show )
{
ShowUnderlyingGUIElements( show, layoutFilename, parentName, gadgetsToHide, perPlayerGadgetsToHide );
GameWindow *win = TheWindowManager->winGetWindowFromId( NULL, TheNameKeyGenerator->nameToKey("LanGameOptionsMenu.wnd:ButtonBack") );
if(win)
win->winEnable( show );
}
static void NullifyControls()
{
mapList = NULL;
winMapPreview = NULL;
parent = NULL;
for (Int i=0; inameToKey( parentName );
parent = TheWindowManager->winGetWindowFromId( NULL, parentID );
TheWindowManager->winSetFocus( parent );
LANPreferences pref;
Bool usesSystemMapDir = pref.usesSystemMapDir();
const MapMetaData *mmd = TheMapCache->findMap(TheLAN->GetMyGame()->getMap());
if (mmd)
{
usesSystemMapDir = mmd->m_isOfficial;
}
buttonBack = TheNameKeyGenerator->nameToKey( AsciiString("LanMapSelectMenu.wnd:ButtonBack") );
buttonOK = TheNameKeyGenerator->nameToKey( AsciiString("LanMapSelectMenu.wnd:ButtonOK") );
listboxMap = TheNameKeyGenerator->nameToKey( AsciiString("LanMapSelectMenu.wnd:ListboxMap") );
winMapPreviewID = TheNameKeyGenerator->nameToKey( AsciiString("LanMapSelectMenu.wnd:WinMapPreview") );
radioButtonSystemMapsID = TheNameKeyGenerator->nameToKey( "LanMapSelectMenu.wnd:RadioButtonSystemMaps" );
radioButtonUserMapsID = TheNameKeyGenerator->nameToKey( "LanMapSelectMenu.wnd:RadioButtonUserMaps" );
GameWindow *radioButtonSystemMaps = TheWindowManager->winGetWindowFromId( parent, radioButtonSystemMapsID );
GameWindow *radioButtonUserMaps = TheWindowManager->winGetWindowFromId( parent, radioButtonUserMapsID );
winMapPreview = TheWindowManager->winGetWindowFromId(parent, winMapPreviewID);
if (usesSystemMapDir)
GadgetRadioSetSelection( radioButtonSystemMaps, FALSE );
else
GadgetRadioSetSelection( radioButtonUserMaps, FALSE );
AsciiString tmpString;
for (Int i = 0; i < MAX_SLOTS; i++)
{
tmpString.format("LanMapSelectMenu.wnd:ButtonMapStartPosition%d", i);
buttonMapStartPositionID[i] = TheNameKeyGenerator->nameToKey( tmpString );
buttonMapStartPosition[i] = TheWindowManager->winGetWindowFromId( winMapPreview, buttonMapStartPositionID[i] );
DEBUG_ASSERTCRASH(buttonMapStartPosition[i], ("Could not find the ButtonMapStartPosition[%d]",i ));
buttonMapStartPosition[i]->winHide(TRUE);
buttonMapStartPosition[i]->winEnable(FALSE);
}
// get the listbox window
AsciiString listString( "LanMapSelectMenu.wnd:ListboxMap" );
NameKeyType mapListID = TheNameKeyGenerator->nameToKey( listString );
mapList = TheWindowManager->winGetWindowFromId( parent, mapListID );
if( mapList )
{
if (TheMapCache)
TheMapCache->updateCache();
populateMapListbox( mapList, usesSystemMapDir, TRUE, TheLAN->GetMyGame()->getMap() );
}
} // end LanMapSelectMenuInit
//-------------------------------------------------------------------------------------------------
/** MapSelect menu shutdown method */
//-------------------------------------------------------------------------------------------------
void LanMapSelectMenuShutdown( WindowLayout *layout, void *userData )
{
// hide menu
layout->hide( TRUE );
NullifyControls();
// our shutdown is complete
TheShell->shutdownComplete( layout );
} // end LanMapSelectMenuShutdown
//-------------------------------------------------------------------------------------------------
/** MapSelect menu update method */
//-------------------------------------------------------------------------------------------------
void LanMapSelectMenuUpdate( WindowLayout *layout, void *userData )
{
} // end LanMapSelectMenuUpdate
//-------------------------------------------------------------------------------------------------
/** Map select menu input callback */
//-------------------------------------------------------------------------------------------------
WindowMsgHandledType LanMapSelectMenuInput( 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( "LanMapSelectMenu.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 LanMapSelectMenuInput
//-------------------------------------------------------------------------------------------------
/** MapSelect menu window system callback */
//-------------------------------------------------------------------------------------------------
WindowMsgHandledType LanMapSelectMenuSystem( GameWindow *window, UnsignedInt msg,
WindowMsgData mData1, WindowMsgData mData2 )
{
GameWindow *mapWindow = NULL;
if (listboxMap != NULL)
{
mapWindow = TheWindowManager->winGetWindowFromId( parent, listboxMap );
}
switch( msg )
{
// --------------------------------------------------------------------------------------------
case GWM_CREATE:
{
break;
} // end create
//---------------------------------------------------------------------------------------------
case GWM_DESTROY:
{
NullifyControls();
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 GLM_DOUBLE_CLICKED:
{
GameWindow *control = (GameWindow *)mData1;
Int controlID = control->winGetWindowId();
if( controlID == listboxMap )
{
int rowSelected = mData2;
if (rowSelected >= 0)
{
GadgetListBoxSetSelected( control, rowSelected );
GameWindow *button = TheWindowManager->winGetWindowFromId( window, buttonOK );
TheWindowManager->winSendSystemMsg( window, GBM_SELECTED,
(WindowMsgData)button, buttonOK );
}
}
break;
}
//---------------------------------------------------------------------------------------------
case GBM_SELECTED:
{
GameWindow *control = (GameWindow *)mData1;
Int controlID = control->winGetWindowId();
if ( controlID == radioButtonSystemMapsID )
{
if (TheMapCache)
TheMapCache->updateCache();
populateMapListbox( mapList, TRUE, TRUE, TheLAN->GetMyGame()->getMap() );
LANPreferences pref;
pref["UseSystemMapDir"] = "yes";
pref.write();
}
else if ( controlID == radioButtonUserMapsID )
{
if (TheMapCache)
TheMapCache->updateCache();
populateMapListbox( mapList, FALSE, TRUE, TheLAN->GetMyGame()->getMap() );
LANPreferences pref;
pref["UseSystemMapDir"] = "no";
pref.write();
}
else if ( controlID == buttonBack )
{
mapSelectLayout->destroyWindows();
mapSelectLayout->deleteInstance();
mapSelectLayout = NULL;
// set the controls to NULL since they've been destroyed.
NullifyControls();
showLANGameOptionsUnderlyingGUIElements(TRUE);
PostToLanGameOptions( MAP_BACK );
} // end if
else if ( controlID == buttonOK )
{
Int selected = -1;
UnicodeString map;
// get the selected index
if (mapWindow != NULL)
{
GadgetListBoxGetSelected( mapWindow, &selected );
}
if( selected != -1 )
{
// get text of the map to load
map = GadgetListBoxGetText( mapWindow, selected, 0 );
// set the map name in the global data map name
AsciiString asciiMap;
const char *mapFname = (const char *)GadgetListBoxGetItemData( mapWindow, selected );
DEBUG_ASSERTCRASH(mapFname, ("No map item data"));
if (mapFname)
asciiMap = mapFname;
else
asciiMap.translate( map );
TheLAN->GetMyGame()->setMap( asciiMap );
asciiMap.toLower();
std::map::iterator it = TheMapCache->find(asciiMap);
if (it != TheMapCache->end())
{
TheLAN->GetMyGame()->getSlot(0)->setMapAvailability(true);
TheLAN->GetMyGame()->setMapCRC( it->second.m_CRC );
TheLAN->GetMyGame()->setMapSize( it->second.m_filesize );
TheLAN->GetMyGame()->resetStartSpots();
TheLAN->GetMyGame()->adjustSlotsForMap(); // BGC- adjust the slots for the new map.
}
mapSelectLayout->destroyWindows();
mapSelectLayout->deleteInstance();
mapSelectLayout = NULL;
// set the controls to NULL since they've been destroyed.
NullifyControls();
showLANGameOptionsUnderlyingGUIElements(TRUE);
PostToLanGameOptions(SEND_GAME_OPTS);
} // end if
} // end else if
break;
} // end selected
case GLM_SELECTED:
{
GameWindow *control = (GameWindow *)mData1;
Int controlID = control->winGetWindowId();
if( controlID == listboxMap )
{
int rowSelected = mData2;
if( rowSelected < 0 )
{
positionStartSpots( AsciiString::TheEmptyString, buttonMapStartPosition, winMapPreview);
// winMapPreview->winClearStatus(WIN_STATUS_IMAGE);
break;
}
winMapPreview->winSetStatus(WIN_STATUS_IMAGE);
UnicodeString map;
// get text of the map to load
map = GadgetListBoxGetText( mapWindow, rowSelected, 0 );
// set the map name in the global data map name
AsciiString asciiMap;
const char *mapFname = (const char *)GadgetListBoxGetItemData( mapWindow, rowSelected );
DEBUG_ASSERTCRASH(mapFname, ("No map item data"));
if (mapFname)
asciiMap = mapFname;
else
asciiMap.translate( map );
asciiMap.toLower();
Image *image = getMapPreviewImage(asciiMap);
winMapPreview->winSetUserData((void *)TheMapCache->findMap(asciiMap));
if(image)
{
winMapPreview->winSetEnabledImage(0, image);
}
else
{
winMapPreview->winClearStatus(WIN_STATUS_IMAGE);
}
positionStartSpots( asciiMap, buttonMapStartPosition, winMapPreview);
}
break;
}
default:
return MSG_IGNORED;
} // end switch
return MSG_HANDLED;
} // end LanMapSelectMenuSystem