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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: SinglePlayerMenu.cpp /////////////////////////////////////////////////////////////////////
- // Author: Colin Day, October 2001
- // Description: Single Player Menus
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/GameEngine.h"
- #include "GameClient/AnimateWindowManager.h"
- #include "GameClient/WindowLayout.h"
- #include "GameClient/Gadget.h"
- #include "GameClient/Shell.h"
- #include "GameClient/KeyDefs.h"
- #include "GameClient/GameWindowManager.h"
- static Bool isShuttingDown = false;
- static Bool buttonPushed = false;
- //-------------------------------------------------------------------------------------------------
- /** 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
- //-------------------------------------------------------------------------------------------------
- /** Initialize the single player menu */
- //-------------------------------------------------------------------------------------------------
- void SinglePlayerMenuInit( WindowLayout *layout, void *userData )
- {
- TheShell->showShellMap(TRUE);
- buttonPushed = false;
- isShuttingDown = false;
- // show menu
- layout->hide( FALSE );
- // set keyboard focus to main parent
- AsciiString parentName( "SinglePlayerMenu.wnd:SinglePlayerMenuParent" );
- NameKeyType parentID = TheNameKeyGenerator->nameToKey( parentName );
- GameWindow *parent = TheWindowManager->winGetWindowFromId( NULL, parentID );
- TheWindowManager->winSetFocus( parent );
- NameKeyType buttonNewID = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonNew") );
- GameWindow *buttonNew = TheWindowManager->winGetWindowFromId( NULL, buttonNewID );
- TheShell->registerWithAnimateManager(buttonNew, WIN_ANIMATION_SLIDE_LEFT, TRUE,1);
- NameKeyType buttonLoadID = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonLoad") );
- GameWindow *buttonLoad = TheWindowManager->winGetWindowFromId( NULL, buttonLoadID );
- TheShell->registerWithAnimateManager(buttonLoad, WIN_ANIMATION_SLIDE_LEFT, TRUE,200);
- NameKeyType buttonBackID = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonBack") );
- GameWindow *buttonBack = TheWindowManager->winGetWindowFromId( NULL, buttonBackID );
- TheShell->registerWithAnimateManager(buttonBack, WIN_ANIMATION_SLIDE_RIGHT, TRUE,1);
- //TheShell->registerWithAnimateManager(parent, WIN_ANIMATION_SLIDE_TOP, TRUE);
- } // end SinglePlayerMenuInit
- //-------------------------------------------------------------------------------------------------
- /** single player menu shutdown method */
- //-------------------------------------------------------------------------------------------------
- void SinglePlayerMenuShutdown( WindowLayout *layout, void *userData )
- {
- 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
- TheShell->reverseAnimatewindow();
- } // end SinglePlayerMenuShutdown
- //-------------------------------------------------------------------------------------------------
- /** single player menu update method */
- //-------------------------------------------------------------------------------------------------
- void SinglePlayerMenuUpdate( WindowLayout *layout, void *userData )
- {
- // We'll only be successful if we've requested to
- if(isShuttingDown && TheShell->isAnimFinished())
- shutdownComplete(layout);
- } // end SinglePlayerMenuUpdate
- //-------------------------------------------------------------------------------------------------
- /** SinglePlayer menu input callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType SinglePlayerMenuInput( 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( "SinglePlayerMenu.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 SinglePlayerMenuInput
- //-------------------------------------------------------------------------------------------------
- /** single player menu window system callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType SinglePlayerMenuSystem( GameWindow *window, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- static NameKeyType buttonNew = NAMEKEY_INVALID;
- static NameKeyType buttonLoad = NAMEKEY_INVALID;
- static NameKeyType buttonBack = NAMEKEY_INVALID;
- switch( msg )
- {
- // --------------------------------------------------------------------------------------------
- case GWM_CREATE:
- {
- // get ids for our children controls
- buttonNew = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonNew") );
- buttonLoad = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonLoad") );
- buttonBack = TheNameKeyGenerator->nameToKey( AsciiString("SinglePlayerMenu.wnd:ButtonBack") );
- 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:
- {
- GameWindow *control = (GameWindow *)mData1;
- Int controlID = control->winGetWindowId();
- if (buttonPushed)
- break;
- if( controlID == buttonNew )
- {
- // open up the map select menu
- TheShell->push( AsciiString( "Menus/MapSelectMenu.wnd" ) );
- buttonPushed = true;
- } // end if
- else if( controlID == buttonLoad )
- {
- } // end else if
- else if( controlID == buttonBack )
- {
- // thou art directed to return to thy known solar system immediately!
- TheShell->pop();
- buttonPushed = true;
-
- } // end else if
- break;
- } // end selected
-
- default:
- return MSG_IGNORED;
- } // end switch
- return MSG_HANDLED;
- } // end SinglePlayerMenuSystem
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