/* ** 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: ReplayControls.cpp /////////////////////////////////////////////////////////////////////// // Author: Bryan Cleveland - December 2001 // Desc: GUI Control box for the playback controls /////////////////////////////////////////////////////////////////////////////////////////////////// // INCLUDES /////////////////////////////////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine #include "GameClient/GameWindow.h" #include "GameClient/Gadget.h" #include "GameClient/GameClient.h" //------------------------------------------------------------------------------------------------- /** Input procedure for the control bar */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType ReplayControlInput( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { return MSG_IGNORED; } // end MapSelectMenuInput //------------------------------------------------------------------------------------------------- /** System callback for the control bar parent */ //------------------------------------------------------------------------------------------------- WindowMsgHandledType ReplayControlSystem( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { switch( msg ) { //--------------------------------------------------------------------------------------------- case GBM_SELECTED: { break; } // end button selected //--------------------------------------------------------------------------------------------- default: return MSG_IGNORED; } // end switch( msg ) return MSG_HANDLED; } // end ControlBarSystem