/* ** 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: ProgressBar.cpp ////////////////////////////////////////////////////// //----------------------------------------------------------------------------- // // Westwood Studios Pacific. // // Confidential Information // Copyright (C) 2001 - All Rights Reserved // //----------------------------------------------------------------------------- // // Project: RTS3 // // File name: ProgressBar.cpp // // Created: Colin Day, June 2001 // // Desc: Progress bar GUI control // //----------------------------------------------------------------------------- /////////////////////////////////////////////////////////////////////////////// // SYSTEM INCLUDES //////////////////////////////////////////////////////////// #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine // USER INCLUDES ////////////////////////////////////////////////////////////// #include "Common/Language.h" #include "GameClient/GameWindow.h" #include "GameClient/Gadget.h" #include "GameClient/GameWindowManager.h" // DEFINES //////////////////////////////////////////////////////////////////// // PRIVATE TYPES ////////////////////////////////////////////////////////////// // PRIVATE DATA /////////////////////////////////////////////////////////////// // PUBLIC DATA //////////////////////////////////////////////////////////////// // PRIVATE PROTOTYPES ///////////////////////////////////////////////////////// // PRIVATE FUNCTIONS ////////////////////////////////////////////////////////// // PUBLIC FUNCTIONS /////////////////////////////////////////////////////////// // GadgetProgressBarSystem ==================================================== /** Handle system messages for Progress Bar */ //============================================================================= WindowMsgHandledType GadgetProgressBarSystem( GameWindow *window, UnsignedInt msg, WindowMsgData mData1, WindowMsgData mData2 ) { switch( msg ) { // ------------------------------------------------------------------------ case GPM_SET_PROGRESS: { Int newPos = (Int)mData1; if (newPos < 0 || newPos > 100) break; window->winSetUserData( (void *)newPos ); break; } // end set progress // ------------------------------------------------------------------------ default: return MSG_IGNORED; } // end switch return MSG_HANDLED; } // end GadgetProgressBarSystem // GadgetProgressBarSetProgress =============================================== /** send progress system message to Progress Bar */ //============================================================================= void GadgetProgressBarSetProgress( GameWindow *g, Int progress ) { if(!g) return; TheWindowManager->winSendSystemMsg( g, GPM_SET_PROGRESS, progress, 0); } // end GadgetProgressBarSetProgress