/* ** 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: PopupCommunicator.cpp ///////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Electronic Arts Pacific. // // Confidential Information // Copyright (C) 2002 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: PopupCommunicator.cpp // // Created: Chris Brue, July 2002 // // Desc: Electronic Arts instant messaging system // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "GameClient/GUICallbacks.h" #include "GameClient/GameWindowManager.h" // PRIVATE DATA /////////////////////////////////////////////////////////////////////////////////// static NameKeyType buttonOkID = NAMEKEY_INVALID; static GameWindow *buttonOk = NULL; static GameWindow *parent = NULL; // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////////////////////////// //------------------------------------------------------------------------------------------------- /** Initialize the Popup Communicator */ //------------------------------------------------------------------------------------------------- void PopupCommunicatorInit( WindowLayout *layout, void *userData ) { //set keyboard focus to main parent and set modal NameKeyType parentID = TheNameKeyGenerator->nameToKey("PopupCommunicator.wnd:PopupCommunicator"); parent = TheWindowManager->winGetWindowFromId( NULL, parentID ); TheWindowManager->winSetFocus( parent ); TheWindowManager->winSetModal( parent ); // get ids for our children controls buttonOkID = TheNameKeyGenerator->nameToKey( AsciiString("PopupCommunicator.wnd:ButtonOk") ); buttonOk = TheWindowManager->winGetWindowFromId( parent, buttonOkID ); } // end PopupCommunicatorInit //------------------------------------------------------------------------------------------------- /** Popup Communicator shutdown method */ //------------------------------------------------------------------------------------------------- void PopupCommunicatorShutdown( WindowLayout *layout, void *userData ) { } // end PopupCommunicatorShutdown //------------------------------------------------------------------------------------------------- /** Popup Communicator update method */ //------------------------------------------------------------------------------------------------- void PopupcommunicatorUpdate( WindowLayout *layout, void *userData ) { } // end PopupCommunicatorUpdate //------------------------------------------------------------------------------------------------- /** Popup Communicator input callback */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType PopupCommunicatorInput( 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)buttonOk, buttonOkID ); } // 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 PopupCommunicatorInput //------------------------------------------------------------------------------------------------- /** Popup Communicator window system callback */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType PopupCommunicatorSystem( 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; break; } // end input //--------------------------------------------------------------------------------------------- case GBM_SELECTED: { GameWindow *control = (GameWindow *)mData1; Int controlID = control->winGetWindowId(); if( controlID == buttonOkID ) { WindowLayout *popupCommunicatorLayout = window->winGetLayout(); popupCommunicatorLayout->destroyWindows(); popupCommunicatorLayout->deleteInstance(); popupCommunicatorLayout = NULL; } // end if break; } // end selected default: return MSG_IGNORED; } // end switch return MSG_HANDLED; }