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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: PopupReplay.cpp /////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: Generals
- //
- // File name: PopupReplay.cpp
- //
- // Created: Matthew D. Campbell, November 2002
- //
- // Desc: the Replay Save window control
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/LocalFileSystem.h"
- #include "Common/MessageStream.h"
- #include "Common/Recorder.h"
- #include "GameClient/GadgetListBox.h"
- #include "GameClient/GadgetTextEntry.h"
- #include "GameClient/GameText.h"
- #include "GameClient/GameWindowManager.h"
- #include "GameClient/GUICallbacks.h"
- #include "GameClient/MessageBox.h"
- #include "GameClient/Shell.h"
- #include "GameLogic/GameLogic.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- // PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
- static NameKeyType buttonBackKey = NAMEKEY_INVALID;
- static NameKeyType buttonSaveKey = NAMEKEY_INVALID;
- static NameKeyType listboxGamesKey = NAMEKEY_INVALID;
- static NameKeyType textEntryReplayNameKey = NAMEKEY_INVALID;
- static GameWindow *parent = NULL;
- static GameWindow *replaySavedParent = NULL;
- static time_t s_fileSavePopupStartTime = 0;
- static const time_t s_fileSavePopupDuration = 1000;
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
- extern void PopulateReplayFileListbox(GameWindow *listbox);
- extern void ScoreScreenEnableControls(Bool enable);
- extern UnicodeString GetReplayFilenameFromListbox(GameWindow *listbox, Int index);
- extern std::string LastReplayFileName;
- //-------------------------------------------------------------------------------------------------
- /** Show or hide the "Replay Saved" popup */
- //-------------------------------------------------------------------------------------------------
- void ShowReplaySavedPopup(Bool show)
- {
- if (replaySavedParent != NULL) {
- if (show) {
- replaySavedParent->winHide(FALSE);
- } else {
- replaySavedParent->winHide(TRUE);
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- /** Close the save/load menu */
- // ------------------------------------------------------------------------------------------------
- static void closeSaveMenu( GameWindow *window )
- {
- WindowLayout *layout = window->winGetLayout();
- if( layout )
- layout->hide( TRUE );
- } // end closeSaveMenu
- //-------------------------------------------------------------------------------------------------
- /** Initialize the SaveLoad menu */
- //-------------------------------------------------------------------------------------------------
- void PopupReplayInit( WindowLayout *layout, void *userData )
- {
- // get ids for our children controls
- buttonBackKey = NAMEKEY( "PopupReplay.wnd:ButtonBack" );
- buttonSaveKey = NAMEKEY( "PopupReplay.wnd:ButtonSave" );
- listboxGamesKey = NAMEKEY( "PopupReplay.wnd:ListboxGames" );
- textEntryReplayNameKey = NAMEKEY( "PopupReplay.wnd:TextEntryReplayName" );
- //set keyboard focus to main parent and set modal
- NameKeyType parentID = TheNameKeyGenerator->nameToKey("PopupReplay.wnd:PopupReplayMenu");
- parent = TheWindowManager->winGetWindowFromId( NULL, parentID );
- TheWindowManager->winSetFocus( parent );
- NameKeyType replaySavedParentID = TheNameKeyGenerator->nameToKey("PopupReplay.wnd:PopupReplaySaved");
- replaySavedParent = TheWindowManager->winGetWindowFromId( NULL, replaySavedParentID);
- if (replaySavedParent == NULL) {
- DEBUG_CRASH(("replaySavedParent == NULL"));
- }
- ShowReplaySavedPopup(FALSE);
- // enable the menu action buttons
- GameWindow *buttonFrame = TheWindowManager->winGetWindowFromId( parent, NAMEKEY( "PopupReplay.wnd:MenuButtonFrame" ) );
- buttonFrame->winEnable( TRUE );
- // get the listbox that will have the save games in it
- GameWindow *listboxGames = TheWindowManager->winGetWindowFromId( NULL, listboxGamesKey );
- DEBUG_ASSERTCRASH( listboxGames != NULL, ("PopupReplayInit - Unable to find games listbox\n") );
- // populate the listbox with the save games on disk
- PopulateReplayFileListbox(listboxGames);
- GameWindow *textEntryReplayName = TheWindowManager->winGetWindowFromId( parent, textEntryReplayNameKey );
- GadgetTextEntrySetText(textEntryReplayName, UnicodeString::TheEmptyString);
- TheWindowManager->winSetFocus( textEntryReplayName );
- //Disable the button immediately as the code above us starts off with an empty string.
- GameWindow *control = TheWindowManager->winGetWindowFromId( parent, buttonSaveKey );
- if( control )
- {
- control->winEnable( FALSE );
- }
- } // end SaveLoadMenuInit
- //-------------------------------------------------------------------------------------------------
- /** SaveLoad menu shutdown method */
- //-------------------------------------------------------------------------------------------------
- void PopupReplayShutdown( WindowLayout *layout, void *userData )
- {
- parent = NULL;
- } // end SaveLoadMenuShutdown
- //-------------------------------------------------------------------------------------------------
- /** SaveLoad menu update method */
- //-------------------------------------------------------------------------------------------------
- void PopupReplayUpdate( WindowLayout *layout, void *userData )
- {
- if (s_fileSavePopupStartTime != 0)
- {
- // the replay save confirmation popup is up
- // check to see if its time to take it down.
- if ((timeGetTime() - s_fileSavePopupStartTime) >= s_fileSavePopupDuration)
- {
- ShowReplaySavedPopup(FALSE);
- // close the save/load menu
- closeSaveMenu( parent );
- ScoreScreenEnableControls(TRUE);
- // reset the timer to 0 cause we have to.
- s_fileSavePopupStartTime = 0;
- }
- }
- } // end SaveLoadMenuUpdate
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- WindowMsgHandledType PopupReplayInput( 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 ) )
- {
- GameWindow *button = TheWindowManager->winGetWindowFromId( parent, buttonBackKey );
- TheWindowManager->winSendSystemMsg( window, GBM_SELECTED,
- (WindowMsgData)button, buttonBackKey );
- } // 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;
- }
- static void reallySaveReplay(void);
- static std::string replayPath;
- // ------------------------------------------------------------------------------------------------
- /** Save the replay */
- // ------------------------------------------------------------------------------------------------
- static GameWindow *messageBoxWin = NULL;
- static void saveReplay( UnicodeString filename )
- {
- AsciiString translated;
- if (filename == TheGameText->fetch("GUI:LastReplay"))
- {
- translated = TheRecorder->getLastReplayFileName();
- }
- else
- {
- translated.translate(filename);
- }
- AsciiString fullPath = TheRecorder->getReplayDir();
- fullPath.concat(translated);
- fullPath.concat(TheRecorder->getReplayExtention());
- replayPath = fullPath.str();
- messageBoxWin = NULL;
- if (TheLocalFileSystem->doesFileExist(fullPath.str()))
- {
- messageBoxWin = MessageBoxOkCancel(TheGameText->fetch("GUI:OverwriteReplayTitle"), TheGameText->fetch("GUI:OverwriteReplay"), reallySaveReplay, NULL);
- }
- else
- {
- reallySaveReplay();
- }
- }
- void reallySaveReplay(void)
- {
- AsciiString filename = replayPath.c_str();
- AsciiString oldFilename;
- oldFilename = TheRecorder->getReplayDir();
- oldFilename.concat(LastReplayFileName.c_str());
- oldFilename.concat(TheRecorder->getReplayExtention());
- if (oldFilename == filename)
- return;
- if (TheLocalFileSystem->doesFileExist(filename.str()))
- {
- if(DeleteFile(filename.str()) == 0)
- {
- wchar_t buffer[1024];
- FormatMessageW ( FORMAT_MESSAGE_FROM_SYSTEM, NULL, GetLastError(), 0, buffer, sizeof(buffer), NULL);
- UnicodeString errorStr;
- errorStr.set(buffer);
- errorStr.trim();
- if(messageBoxWin)
- {
- TheWindowManager->winUnsetModal(messageBoxWin);
- messageBoxWin = NULL;
- }
- MessageBoxOk(TheGameText->fetch("GUI:Error"),errorStr, NULL);
- // get the listbox that will have the save games in it
- GameWindow *listboxGames = TheWindowManager->winGetWindowFromId( parent, listboxGamesKey );
- DEBUG_ASSERTCRASH( listboxGames != NULL, ("reallySaveReplay - Unable to find games listbox\n") );
- // populate the listbox with the save games on disk
- PopulateReplayFileListbox(listboxGames);
- return;
- }
- }
- // copy the replay to the right place
- if(CopyFile(oldFilename.str(),filename.str(), FALSE) == 0)
- {
- wchar_t buffer[1024];
- FormatMessageW( FORMAT_MESSAGE_FROM_SYSTEM, NULL, GetLastError(), 0, buffer, sizeof(buffer), NULL);
- UnicodeString errorStr;
- errorStr.set(buffer);
- errorStr.trim();
- if(messageBoxWin)
- {
- TheWindowManager->winUnsetModal(messageBoxWin);
- messageBoxWin = NULL;
- }
- MessageBoxOk(TheGameText->fetch("GUI:Error"),errorStr, NULL);
- return;
- }
- // get the listbox that will have the save games in it
- GameWindow *listboxGames = TheWindowManager->winGetWindowFromId( parent, listboxGamesKey );
- DEBUG_ASSERTCRASH( listboxGames != NULL, ("reallySaveReplay - Unable to find games listbox\n") );
- // populate the listbox with the save games on disk
- PopulateReplayFileListbox(listboxGames);
- ShowReplaySavedPopup(TRUE);
- s_fileSavePopupStartTime = timeGetTime();
- }
- //-------------------------------------------------------------------------------------------------
- /** SaveLoad menu system callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType PopupReplaySystem( 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;
- break;
- } // end input
- // --------------------------------------------------------------------------------------------
- case GLM_SELECTED:
- {
- GameWindow *control = (GameWindow *)mData1;
- GameWindow *listboxGames = TheWindowManager->winGetWindowFromId( window, listboxGamesKey );
- DEBUG_ASSERTCRASH( listboxGames != NULL, ("PopupReplaySystem - Unable to find games listbox\n") );
- //
- // handle games listbox, when certain items are selected in the listbox only some
- // commands are available
- //
- if( control == listboxGames )
- {
- int rowSelected = mData2;
- if (rowSelected >= 0)
- {
- UnicodeString filename;
- filename = GadgetListBoxGetText(listboxGames, rowSelected);
- GameWindow *textEntryReplayName = TheWindowManager->winGetWindowFromId( window, textEntryReplayNameKey );
- DEBUG_ASSERTCRASH( textEntryReplayName != NULL, ("PopupReplaySystem - Unable to find text entry\n") );
- GadgetTextEntrySetText(textEntryReplayName, filename);
- }
- }
- break;
- } // end selected
- //---------------------------------------------------------------------------------------------
- case GEM_EDIT_DONE:
- {
- GameWindow *control = (GameWindow *)mData1;
- Int controlID = control->winGetWindowId();
- if( controlID == textEntryReplayNameKey )
- {
- UnicodeString filename = GadgetTextEntryGetText( control );
- if (filename.isEmpty())
- break;
- saveReplay(filename);
- }
-
- break;
- } // end selected
- //---------------------------------------------------------------------------------------------
- case GBM_SELECTED:
- {
- GameWindow *control = (GameWindow *)mData1;
- Int controlID = control->winGetWindowId();
- if( controlID == buttonSaveKey )
- {
- // get the filename, and see if we are overwriting
- GameWindow *textEntryReplayName = TheWindowManager->winGetWindowFromId( window, textEntryReplayNameKey );
- DEBUG_ASSERTCRASH( textEntryReplayName != NULL, ("PopupReplaySystem - Unable to find text entry\n") );
- UnicodeString filename = GadgetTextEntryGetText( textEntryReplayName );
- if (filename.isEmpty())
- break;
- saveReplay(filename);
- }
- else if( controlID == buttonBackKey )
- {
- // close the save/load menu
- closeSaveMenu( window );
- ScoreScreenEnableControls(TRUE);
- } // end if
-
- break;
- } // end selected
- case GEM_UPDATE_TEXT:
- {
- //Kris:
- //Enable or disable the save button -- disabled when empty.
- GameWindow *control = TheWindowManager->winGetWindowFromId( parent, textEntryReplayNameKey );
- if( control )
- {
- UnicodeString filename;
- filename.set( GadgetTextEntryGetText( control ) );
- control = TheWindowManager->winGetWindowFromId( parent, buttonSaveKey );
- if( control )
- {
- if( filename.isEmpty() )
- {
- control->winEnable( FALSE );
- }
- else
- {
- control->winEnable( TRUE );
- }
- }
- }
- }
- default:
- return MSG_IGNORED;
- } // end switch
- return MSG_HANDLED;
- }
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