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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: MapSelectMenu.cpp ////////////////////////////////////////////////////////////////////////
- // Author: Colin Day, October 2001
- // Description: MapSelect menu window callbacks
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/GameEngine.h"
- #include "Common/MessageStream.h"
- #include "Common/RandomValue.h"
- #include "Common/UserPreferences.h"
- #include "GameLogic/GameLogic.h"
- #include "GameLogic/ScriptEngine.h"
- #include "GameClient/AnimateWindowManager.h"
- #include "GameClient/CampaignManager.h"
- #include "GameClient/WindowLayout.h"
- #include "GameClient/Gadget.h"
- #include "GameClient/Shell.h"
- #include "GameClient/GameWindowManager.h"
- #include "GameClient/GadgetListBox.h"
- #include "GameClient/GadgetRadioButton.h"
- #include "GameClient/MapUtil.h"
- #include "GameClient/Mouse.h"
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
- static NameKeyType radioButtonSystemMapsID = NAMEKEY_INVALID;
- static NameKeyType radioButtonUserMapsID = NAMEKEY_INVALID;
- static GameWindow *mapList = NULL;
- static Bool showSoloMaps = true;
- static Bool isShuttingDown = false;
- static Bool startGame = false;
- static Bool buttonPushed = false;
- static GameDifficulty s_AIDiff = DIFFICULTY_NORMAL;
- static void setupGameStart(AsciiString mapName)
- {
- startGame = true;
- TheWritableGlobalData->m_pendingFile = mapName;
- TheShell->reverseAnimatewindow();
- }
- static void doGameStart( void )
- {
- #if !defined(_PLAYTEST)
- startGame = false;
- if (TheGameLogic->isInGame())
- TheGameLogic->clearGameData();
- //TheScriptEngine->setGlobalDifficulty(s_AIDiff); // CANNOT DO THIS! REPLAYS WILL BREAK!!!
- // send a message to the logic for a new game
- GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_NEW_GAME );
- msg->appendIntegerArgument(GAME_SINGLE_PLAYER);
- msg->appendIntegerArgument(s_AIDiff);
- msg->appendIntegerArgument(0);
- /// @todo: when Campaign & skirmish are separated, make campaign have fixed seed and skirmish random.
- InitRandom(0);
- /*
- if (TheGlobalData->m_fixedSeed >= 0)
- InitGameLogicRandom(TheGlobalData->m_fixedSeed);
- else
- InitGameLogicRandom(GameClientRandomValue(0, INT_MAX - 1));
- */
- isShuttingDown = true;
- #endif
- }
- //-------------------------------------------------------------------------------------------------
- /** This is called when a shutdown is complete for this menu */
- //-------------------------------------------------------------------------------------------------
- static void shutdownComplete( WindowLayout *layout )
- {
- isShuttingDown = false;
- // hide the layout
- layout->hide( TRUE );
- // our shutdown is complete
- TheShell->shutdownComplete( layout );
- } // end if
- void SetDifficultyRadioButton( void )
- {
- AsciiString parentName( "MapSelectMenu.wnd:MapSelectMenuParent" );
- NameKeyType parentID = TheNameKeyGenerator->nameToKey( parentName );
- GameWindow *parent = TheWindowManager->winGetWindowFromId( NULL, parentID );
- if (!TheScriptEngine)
- {
- s_AIDiff = DIFFICULTY_EASY;
- }
- else
- {
- switch (TheScriptEngine->getGlobalDifficulty())
- {
- case DIFFICULTY_EASY:
- {
- NameKeyType radioButtonEasyAIID = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:RadioButtonEasyAI") );
- GameWindow *radioButtonEasyAI = TheWindowManager->winGetWindowFromId( parent, radioButtonEasyAIID );
- GadgetRadioSetSelection(radioButtonEasyAI, FALSE);
- s_AIDiff = DIFFICULTY_EASY;
- break;
- }
- case DIFFICULTY_NORMAL:
- {
- NameKeyType radioButtonMediumAIID = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:RadioButtonMediumAI") );
- GameWindow *radioButtonMediumAI = TheWindowManager->winGetWindowFromId( parent, radioButtonMediumAIID );
- GadgetRadioSetSelection(radioButtonMediumAI, FALSE);
- s_AIDiff = DIFFICULTY_NORMAL;
- break;
- }
- case DIFFICULTY_HARD:
- {
- NameKeyType radioButtonHardAIID = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:RadioButtonHardAI") );
- GameWindow *radioButtonHardAI = TheWindowManager->winGetWindowFromId( parent, radioButtonHardAIID );
- GadgetRadioSetSelection(radioButtonHardAI, FALSE);
- s_AIDiff = DIFFICULTY_HARD;
- break;
- }
- default:
- {
- DEBUG_CRASH(("unrecognized difficulty level in the script engine"));
- }
-
- }
- } // if (TheScriptEngine)
- }
- //-------------------------------------------------------------------------------------------------
- /** Initialize the MapSelect menu */
- //-------------------------------------------------------------------------------------------------
- void MapSelectMenuInit( WindowLayout *layout, void *userData )
- {
- showSoloMaps = true;
- buttonPushed = false;
- isShuttingDown = false;
- startGame = false;
- TheShell->showShellMap(TRUE);
- // show menu
- layout->hide( FALSE );
- OptionPreferences pref;
- Bool usesSystemMapDir = pref.usesSystemMapDir();
- // get the listbox window
- AsciiString listString( "MapSelectMenu.wnd:ListboxMap" );
- NameKeyType mapListID = TheNameKeyGenerator->nameToKey( listString );
- mapList = TheWindowManager->winGetWindowFromId( NULL, mapListID );
- if( mapList )
- {
- if (TheMapCache)
- TheMapCache->updateCache();
- populateMapListbox( mapList, usesSystemMapDir, !showSoloMaps );
- }
-
- // set keyboard focus to main parent
- AsciiString parentName( "MapSelectMenu.wnd:MapSelectMenuParent" );
- NameKeyType parentID = TheNameKeyGenerator->nameToKey( parentName );
- GameWindow *parent = TheWindowManager->winGetWindowFromId( NULL, parentID );
- TheWindowManager->winSetFocus( parent );
- NameKeyType buttonBackID = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:ButtonBack") );
- GameWindow *buttonBack = TheWindowManager->winGetWindowFromId( NULL, buttonBackID );
-
- NameKeyType buttonOKID = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:ButtonOK") );
- GameWindow *buttonOK = TheWindowManager->winGetWindowFromId( NULL, buttonOKID );
- TheShell->registerWithAnimateManager(buttonBack, WIN_ANIMATION_SLIDE_RIGHT, TRUE,0);
- TheShell->registerWithAnimateManager(buttonOK, WIN_ANIMATION_SLIDE_LEFT, TRUE, 0);
- SetDifficultyRadioButton();
- radioButtonSystemMapsID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:RadioButtonSystemMaps" );
- radioButtonUserMapsID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:RadioButtonUserMaps" );
- GameWindow *radioButtonSystemMaps = TheWindowManager->winGetWindowFromId( parent, radioButtonSystemMapsID );
- GameWindow *radioButtonUserMaps = TheWindowManager->winGetWindowFromId( parent, radioButtonUserMapsID );
- if (usesSystemMapDir)
- GadgetRadioSetSelection( radioButtonSystemMaps, FALSE );
- else
- GadgetRadioSetSelection( radioButtonUserMaps, FALSE );
- } // end MapSelectMenuInit
- //-------------------------------------------------------------------------------------------------
- /** MapSelect menu shutdown method */
- //-------------------------------------------------------------------------------------------------
- void MapSelectMenuShutdown( WindowLayout *layout, void *userData )
- {
- if (!startGame)
- isShuttingDown = true;
- // if we are shutting down for an immediate pop, skip the animations
- Bool popImmediate = *(Bool *)userData;
- if( popImmediate )
- {
- shutdownComplete( layout );
- return;
- } //end if
- if (!startGame)
- TheShell->reverseAnimatewindow();
- } // end MapSelectMenuShutdown
- //-------------------------------------------------------------------------------------------------
- /** MapSelect menu update method */
- //-------------------------------------------------------------------------------------------------
- void MapSelectMenuUpdate( WindowLayout *layout, void *userData )
- {
- if (startGame && TheShell->isAnimFinished())
- doGameStart();
- // We'll only be successful if we've requested to
- if(isShuttingDown && TheShell->isAnimFinished())
- shutdownComplete(layout);
- } // end MapSelectMenuUpdate
- //-------------------------------------------------------------------------------------------------
- /** Map select menu input callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType MapSelectMenuInput( GameWindow *window, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- switch( msg )
- {
- // --------------------------------------------------------------------------------------------
- case GWM_CHAR:
- {
- UnsignedByte key = mData1;
- UnsignedByte state = mData2;
- if (buttonPushed)
- break;
- 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( "MapSelectMenu.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 MapSelectMenuInput
- //-------------------------------------------------------------------------------------------------
- /** MapSelect menu window system callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType MapSelectMenuSystem( GameWindow *window, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- static NameKeyType buttonBack = NAMEKEY_INVALID;
- static NameKeyType buttonOK = NAMEKEY_INVALID;
- static NameKeyType listboxMap = NAMEKEY_INVALID;
- static NameKeyType radioButtonEasyAI = NAMEKEY_INVALID;
- static NameKeyType radioButtonMediumAI = NAMEKEY_INVALID;
- static NameKeyType radioButtonHardAI = NAMEKEY_INVALID;
- switch( msg )
- {
- // --------------------------------------------------------------------------------------------
- case GWM_CREATE:
- {
- // get ids for our children controls
- buttonBack = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:ButtonBack") );
- buttonOK = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:ButtonOK") );
- listboxMap = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:ListboxMap") );
- radioButtonEasyAI = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:RadioButtonEasyAI") );
- radioButtonMediumAI = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:RadioButtonMediumAI") );
- radioButtonHardAI = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:RadioButtonHardAI") );
- 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:
- {
- if (buttonPushed)
- break;
- GameWindow *control = (GameWindow *)mData1;
- Int controlID = control->winGetWindowId();
- static NameKeyType singlePlayerID = NAMEKEY("MapSelectMenu.wnd:ButtonSinglePlayer");
- static NameKeyType multiplayerID = NAMEKEY("MapSelectMenu.wnd:ButtonMultiplayer");
- if ( controlID == singlePlayerID )
- {
- showSoloMaps = true;
- OptionPreferences pref;
- populateMapListbox( mapList, pref.usesSystemMapDir(), !showSoloMaps );
- }
- else if ( controlID == multiplayerID )
- {
- showSoloMaps = false;
- OptionPreferences pref;
- populateMapListbox( mapList, pref.usesSystemMapDir(), !showSoloMaps );
- }
- else if ( controlID == radioButtonSystemMapsID )
- {
- if (TheMapCache)
- TheMapCache->updateCache();
- populateMapListbox( mapList, TRUE, !showSoloMaps );
- OptionPreferences pref;
- pref["UseSystemMapDir"] = "yes";
- pref.write();
- }
- else if ( controlID == radioButtonUserMapsID )
- {
- if (TheMapCache)
- TheMapCache->updateCache();
- populateMapListbox( mapList, FALSE, !showSoloMaps );
- OptionPreferences pref;
- pref["UseSystemMapDir"] = "no";
- pref.write();
- }
- else if( controlID == buttonBack )
- {
- // go back one screen
- TheShell->pop();
- buttonPushed = true;
- } // end if
- else if( controlID == buttonOK )
- {
- Int selected;
- UnicodeString map;
- GameWindow *mapWindow = TheWindowManager->winGetWindowFromId( NULL, listboxMap );
- // get the selected index
- GadgetListBoxGetSelected( mapWindow, &selected );
- if( selected != -1 )
- {
- buttonPushed = true;
- // reset the campaign manager to empty
- if( TheCampaignManager )
- TheCampaignManager->setCampaign( AsciiString( "" ) );
- // get text of the map to load
- const char *mapFname = (const char *)GadgetListBoxGetItemData( mapWindow, selected );
- DEBUG_ASSERTCRASH(mapFname, ("No map item data"));
- if (mapFname)
- setupGameStart(mapFname);
- } // end if
- } // end else if
- else if( controlID == radioButtonEasyAI)
- {
- s_AIDiff = DIFFICULTY_EASY;
- }
- else if( controlID == radioButtonMediumAI)
- {
- s_AIDiff = DIFFICULTY_NORMAL;
- }
- else if( controlID == radioButtonHardAI)
- {
- s_AIDiff = DIFFICULTY_HARD;
- }
- break;
- } // end selected
- case GLM_DOUBLE_CLICKED:
- {
- if (buttonPushed)
- break;
- GameWindow *control = (GameWindow *)mData1;
- Int controlID = control->winGetWindowId();
- if( controlID == listboxMap )
- {
- int rowSelected = mData2;
-
- if (rowSelected >= 0)
- {
- //buttonPushed = true;
- GadgetListBoxSetSelected( control, rowSelected );
- NameKeyType buttonOKID = TheNameKeyGenerator->nameToKey( AsciiString("MapSelectMenu.wnd:ButtonOK") );
- GameWindow *buttonOK = TheWindowManager->winGetWindowFromId( NULL, buttonOKID );
- TheWindowManager->winSendSystemMsg( window, GBM_SELECTED,
- (WindowMsgData)buttonOK, buttonOKID );
- }
- }
- break;
- }
- default:
- return MSG_IGNORED;
- } // end switch
- return MSG_HANDLED;
- } // end MapSelectMenuSystem
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