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- /*
- ** 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 <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: ControlBarBeacon.cpp /////////////////////////////////////////////////////////////////////
- // Author: Colin Day, March 2002
- // Desc: Methods specific to the control bar beacon display
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // USER INCLUDES //////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/NameKeyGenerator.h"
- #include "Common/ThingTemplate.h"
- #include "GameClient/ControlBar.h"
- #include "GameClient/Drawable.h"
- #include "GameClient/GameWindow.h"
- #include "GameClient/GadgetTextEntry.h"
- #include "GameClient/InGameUI.h"
- #include "GameLogic/Object.h"
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ControlBar::populateBeacon( Object *beacon )
- {
- // set the portrait for the thing being constructed
- setPortraitByObject( beacon );
- static NameKeyType textID = NAMEKEY("ControlBar.wnd:EditBeaconText");
- static NameKeyType staticTextID = NAMEKEY("ControlBar.wnd:StaticTextBeaconLabel");
- static NameKeyType clearButtonID = NAMEKEY("ControlBar.wnd:ButtonClearBeaconText");
- GameWindow *textEntryWin = TheWindowManager->winGetWindowFromId(NULL, textID);
- GameWindow *staticTextWin = TheWindowManager->winGetWindowFromId(NULL, staticTextID);
- GameWindow *buttonWin = TheWindowManager->winGetWindowFromId(NULL, clearButtonID);
- if (beacon->isLocallyControlled())
- {
- if (textEntryWin)
- {
- textEntryWin->winHide(FALSE);
- GadgetTextEntrySetText( textEntryWin, beacon->getDrawable()->getCaptionText() );
- TheWindowManager->winSetFocus( textEntryWin );
- }
- if (staticTextWin)
- staticTextWin->winHide(FALSE);
- if (buttonWin)
- buttonWin->winHide(FALSE);
- }
- else
- {
- if (textEntryWin)
- textEntryWin->winHide(TRUE);
- if (staticTextWin)
- staticTextWin->winHide(TRUE);
- if (buttonWin)
- buttonWin->winHide(TRUE);
- }
- } // end populateBeacon
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- void ControlBar::updateContextBeacon( void )
- {
- } // end updateContextBeacon
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType BeaconWindowInput( GameWindow *window, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- if (msg == GWM_CHAR && mData1 == KEY_ESC)
- {
- TheInGameUI->deselectAllDrawables(TRUE); // there should only be one beacon and nothing else selected
- return MSG_HANDLED;
- }
- return MSG_IGNORED;
- } // end InGameChatInput
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