/*
** 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: WOLMapSelectMenu.cpp ////////////////////////////////////////////////////////////////////////
// Author: Matt Campbell, December 2001
// Description: MapSelect menu window callbacks
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
#include "Common/CustomMatchPreferences.h"
#include "Common/GameEngine.h"
#include "Common/MessageStream.h"
#include "GameClient/WindowLayout.h"
#include "GameClient/Gadget.h"
#include "GameClient/GadgetRadioButton.h"
#include "GameClient/Shell.h"
#include "GameClient/GameWindowManager.h"
#include "GameClient/GadgetListBox.h"
#include "GameNetwork/GameSpy/PeerDefs.h"
#include "GameNetwork/GameSpyOverlay.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 GameWindow *parent = NULL;
static Bool raiseMessageBoxes = FALSE;
static GameWindow *winMapPreview = NULL;
static NameKeyType winMapPreviewID = NAMEKEY_INVALID;
static NameKeyType radioButtonSystemMapsID = NAMEKEY_INVALID;
static NameKeyType radioButtonUserMapsID = NAMEKEY_INVALID;
extern WindowLayout *WOLMapSelectLayout; ///< Map selection overlay
static GameWindow *mapList = NULL;
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 };
static GameWindow *winMapWindow = NULL;
static void NullifyControls(void)
{
parent = NULL;
winMapPreview = NULL;
mapList = NULL;
for (Int i=0; iwinGetWindowFromId( NULL, TheNameKeyGenerator->nameToKey("GameSpyGameOptionsMenu.wnd:ButtonBack") );
if(win)
win->winEnable( show );
}
// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
//-------------------------------------------------------------------------------------------------
/** Initialize the MapSelect menu */
//-------------------------------------------------------------------------------------------------
void WOLMapSelectMenuInit( WindowLayout *layout, void *userData )
{
// set keyboard focus to main parent
AsciiString parentName( "WOLMapSelectMenu.wnd:WOLMapSelectMenuParent" );
NameKeyType parentID = TheNameKeyGenerator->nameToKey( parentName );
parent = TheWindowManager->winGetWindowFromId( NULL, parentID );
TheWindowManager->winSetFocus( parent );
CustomMatchPreferences pref;
Bool usesSystemMapDir = pref.usesSystemMapDir();
winMapPreviewID = TheNameKeyGenerator->nameToKey( AsciiString("WOLMapSelectMenu.wnd:WinMapPreview") );
winMapPreview = TheWindowManager->winGetWindowFromId(parent, winMapPreviewID);
const MapMetaData *mmd = TheMapCache->findMap(TheGameSpyGame->getMap());
if (mmd)
{
usesSystemMapDir = mmd->m_isOfficial;
}
//if stats are enabled, only official maps can be used
if( TheGameSpyInfo->getCurrentStagingRoom()->getUseStats() )
usesSystemMapDir = true;
buttonBack = TheNameKeyGenerator->nameToKey( AsciiString("WOLMapSelectMenu.wnd:ButtonBack") );
buttonOK = TheNameKeyGenerator->nameToKey( AsciiString("WOLMapSelectMenu.wnd:ButtonOK") );
listboxMap = TheNameKeyGenerator->nameToKey( AsciiString("WOLMapSelectMenu.wnd:ListboxMap") );
radioButtonSystemMapsID = TheNameKeyGenerator->nameToKey( "WOLMapSelectMenu.wnd:RadioButtonSystemMaps" );
radioButtonUserMapsID = TheNameKeyGenerator->nameToKey( "WOLMapSelectMenu.wnd:RadioButtonUserMaps" );
winMapWindow = TheWindowManager->winGetWindowFromId( parent, listboxMap );
GameWindow *radioButtonSystemMaps = TheWindowManager->winGetWindowFromId( parent, radioButtonSystemMapsID );
GameWindow *radioButtonUserMaps = TheWindowManager->winGetWindowFromId( parent, radioButtonUserMapsID );
if( TheGameSpyInfo->getCurrentStagingRoom()->getUseStats() )
{ //disable unofficial maps if stats are being recorded
GadgetRadioSetSelection( radioButtonSystemMaps, FALSE );
radioButtonUserMaps->winEnable( FALSE );
}
else if (usesSystemMapDir)
GadgetRadioSetSelection( radioButtonSystemMaps, FALSE );
else
GadgetRadioSetSelection( radioButtonUserMaps, FALSE );
AsciiString tmpString;
for (Int i = 0; i < MAX_SLOTS; i++)
{
tmpString.format("WOLMapSelectMenu.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);
}
raiseMessageBoxes = TRUE;
showGameSpyGameOptionsUnderlyingGUIElements( FALSE );
// get the listbox window
AsciiString listString( "WOLMapSelectMenu.wnd:ListboxMap" );
NameKeyType mapListID = TheNameKeyGenerator->nameToKey( listString );
mapList = TheWindowManager->winGetWindowFromId( parent, mapListID );
if( mapList )
{
if (TheMapCache)
TheMapCache->updateCache();
populateMapListbox( mapList, usesSystemMapDir, TRUE, TheGameSpyGame->getMap() );
}
} // end WOLMapSelectMenuInit
//-------------------------------------------------------------------------------------------------
/** MapSelect menu shutdown method */
//-------------------------------------------------------------------------------------------------
void WOLMapSelectMenuShutdown( WindowLayout *layout, void *userData )
{
NullifyControls();
// hide menu
layout->hide( TRUE );
// our shutdown is complete
TheShell->shutdownComplete( layout );
} // end WOLMapSelectMenuShutdown
//-------------------------------------------------------------------------------------------------
/** MapSelect menu update method */
//-------------------------------------------------------------------------------------------------
void WOLMapSelectMenuUpdate( WindowLayout *layout, void *userData )
{
if (raiseMessageBoxes)
{
RaiseGSMessageBox();
raiseMessageBoxes = false;
}
// No update because the game setup screen is up at the same
// time and it does the update for us...
} // end WOLMapSelectMenuUpdate
//-------------------------------------------------------------------------------------------------
/** Map select menu input callback */
//-------------------------------------------------------------------------------------------------
WindowMsgHandledType WOLMapSelectMenuInput( 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( "WOLMapSelectMenu.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 WOLMapSelectMenuInput
void WOLPositionStartSpots( void );
//-------------------------------------------------------------------------------------------------
/** MapSelect menu window system callback */
//-------------------------------------------------------------------------------------------------
WindowMsgHandledType WOLMapSelectMenuSystem( GameWindow *window, UnsignedInt msg,
WindowMsgData mData1, WindowMsgData mData2 )
{
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 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( winMapWindow, rowSelected, 0 );
// set the map name in the global data map name
AsciiString asciiMap;
const char *mapFname = (const char *)GadgetListBoxGetItemData( winMapWindow, 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;
}
//---------------------------------------------------------------------------------------------
case GBM_SELECTED:
{
GameWindow *control = (GameWindow *)mData1;
Int controlID = control->winGetWindowId();
if( controlID == buttonBack )
{
showGameSpyGameOptionsUnderlyingGUIElements( TRUE );
WOLMapSelectLayout->destroyWindows();
WOLMapSelectLayout->deleteInstance();
WOLMapSelectLayout = NULL;
WOLPositionStartSpots();
} // end if
else if ( controlID == radioButtonSystemMapsID )
{
if (TheMapCache)
TheMapCache->updateCache();
populateMapListbox( mapList, TRUE, TRUE, TheGameSpyGame->getMap() );
CustomMatchPreferences pref;
pref.setUsesSystemMapDir(TRUE);
pref.write();
}
else if ( controlID == radioButtonUserMapsID )
{
if (TheMapCache)
TheMapCache->updateCache();
populateMapListbox( mapList, FALSE, TRUE, TheGameSpyGame->getMap() );
CustomMatchPreferences pref;
pref.setUsesSystemMapDir(FALSE);
pref.write();
}
else if( controlID == buttonOK )
{
Int selected;
UnicodeString map;
// get the selected index
GadgetListBoxGetSelected( winMapWindow, &selected );
if( selected != -1 )
{
// get text of the map to load
map = GadgetListBoxGetText( winMapWindow, selected, 0 );
// set the map name in the global data map name
AsciiString asciiMap;
const char *mapFname = (const char *)GadgetListBoxGetItemData( winMapWindow, selected );
DEBUG_ASSERTCRASH(mapFname, ("No map item data"));
if (mapFname)
asciiMap = mapFname;
else
asciiMap.translate( map );
TheGameSpyGame->setMap(asciiMap);
asciiMap.toLower();
std::map::iterator it = TheMapCache->find(asciiMap);
if (it != TheMapCache->end())
{
TheGameSpyGame->getGameSpySlot(0)->setMapAvailability(TRUE);
TheGameSpyGame->setMapCRC( it->second.m_CRC );
TheGameSpyGame->setMapSize( it->second.m_filesize );
}
TheGameSpyGame->adjustSlotsForMap(); // BGC- adjust the slots for the new map.
TheGameSpyGame->resetAccepted();
TheGameSpyGame->resetStartSpots();
TheGameSpyInfo->setGameOptions();
WOLDisplaySlotList();
WOLDisplayGameOptions();
WOLMapSelectLayout->destroyWindows();
WOLMapSelectLayout->deleteInstance();
WOLMapSelectLayout = NULL;
showGameSpyGameOptionsUnderlyingGUIElements( TRUE );
WOLPositionStartSpots();
} // end if
} // end else if
break;
} // end selected
default:
return MSG_IGNORED;
} // end switch
return MSG_HANDLED;
} // end WOLMapSelectMenuSystem