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- /*
- ** Command & Conquer Generals(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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: CreditsMenu.cpp /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // created: Dec 2002
- //
- // Filename: CreditsMenu.cpp
- //
- // author: Chris Huybregts
- //
- // purpose: The credits screen...yay
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma message("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- //-----------------------------------------------------------------------------
- // USER INCLUDES //////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "Common/GameAudio.h"
- #include "Common/AudioEventRTS.h"
- #include "Common/AudioHandleSpecialValues.h"
- #include "GameClient/Credits.h"
- #include "GameClient/WindowLayout.h"
- #include "GameClient/Gadget.h"
- #include "GameClient/Shell.h"
- #include "GameClient/KeyDefs.h"
- #include "GameClient/GameWindowManager.h"
- //-----------------------------------------------------------------------------
- // DEFINES ////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- static NameKeyType parentMainMenuID = NAMEKEY_INVALID;
- // window pointers --------------------------------------------------------------------------------
- static GameWindow *parentMainMenu = NULL;
- //-----------------------------------------------------------------------------
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- /** Initialize the single player menu */
- //-------------------------------------------------------------------------------------------------
- void CreditsMenuInit( WindowLayout *layout, void *userData )
- {
- TheShell->showShellMap(FALSE);
- if(TheCredits)
- delete TheCredits;
- TheCredits = new CreditsManager;
- TheCredits->load();
- TheCredits->init();
-
- parentMainMenuID = TheNameKeyGenerator->nameToKey( AsciiString("CreditsMenu.wnd:ParentCreditsWindow") );
- parentMainMenu = TheWindowManager->winGetWindowFromId( NULL, parentMainMenuID );
- // show menu
- layout->hide( FALSE );
- // set keyboard focus to main parent
- TheWindowManager->winSetFocus( parentMainMenu );
- TheAudio->removeAudioEvent( AHSV_StopTheMusicFade );
- AudioEventRTS event( AsciiString( "Credits" ) );
- event.setShouldFade( TRUE );
- TheAudio->addAudioEvent( &event );
- } // end CreditsMenuInit
- //-------------------------------------------------------------------------------------------------
- /** single player menu shutdown method */
- //-------------------------------------------------------------------------------------------------
- void CreditsMenuShutdown( WindowLayout *layout, void *userData )
- {
- TheCredits->reset();
- delete TheCredits;
- TheCredits = NULL;
- TheShell->showShellMap(TRUE);
- // hide menu
- layout->hide( TRUE );
- // our shutdown is complete
- TheShell->shutdownComplete( layout );
- TheAudio->removeAudioEvent( AHSV_StopTheMusicFade );
- } // end CreditsMenuShutdown
- //-------------------------------------------------------------------------------------------------
- /** single player menu update method */
- //-------------------------------------------------------------------------------------------------
- void CreditsMenuUpdate( WindowLayout *layout, void *userData )
- {
- if(TheCredits)
- {
- TheWindowManager->winSetFocus( parentMainMenu );
- TheCredits->update();
- if(TheCredits->isFinished())
- TheShell->pop();
- }
- else
- TheShell->pop();
- } // end CreditsMenuUpdate
- //-------------------------------------------------------------------------------------------------
- /** Replay menu input callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType CreditsMenuInput( 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 ) )
- {
- TheShell->pop();
- } // 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 CreditsMenuInput
- //-------------------------------------------------------------------------------------------------
- /** single player menu window system callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType CreditsMenuSystem( 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;
- return MSG_HANDLED;
- } // end input
- //---------------------------------------------------------------------------------------------
- case GBM_SELECTED:
- {
-
- break;
- } // end selected
- default:
- return MSG_IGNORED;
- } // end switch
- return MSG_HANDLED;
- } // end CreditsMenuSystem
- //-----------------------------------------------------------------------------
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
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