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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: InGameChat.cpp ///////////////////////////////////////////////////////////////////////
- // Author: Matthew D. Campbell - June 2002
- // Desc: GUI callbacks for the in-game chat entry
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/Player.h"
- #include "Common/PlayerList.h"
- #include "GameClient/DisconnectMenu.h"
- #include "GameClient/GameWindow.h"
- #include "GameClient/Gadget.h"
- #include "GameClient/GadgetTextEntry.h"
- #include "GameClient/GadgetStaticText.h"
- #include "GameClient/GameClient.h"
- #include "GameClient/GameText.h"
- #include "GameClient/GUICallbacks.h"
- #include "GameClient/InGameUI.h"
- #include "GameClient/LanguageFilter.h"
- #include "GameLogic/GameLogic.h"
- #include "GameNetwork/GameInfo.h"
- #include "GameNetwork/NetworkInterface.h"
- static GameWindow *chatWindow = NULL;
- static GameWindow *chatTextEntry = NULL;
- static GameWindow *chatTypeStaticText = NULL;
- static UnicodeString s_savedChat;
- static InGameChatType inGameChatType;
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void ShowInGameChat( Bool immediate )
- {
- if (TheGameLogic->isInReplayGame())
- return;
- if (TheInGameUI->isQuitMenuVisible())
- return;
- if (TheDisconnectMenu && TheDisconnectMenu->isScreenVisible())
- return;
- if (chatWindow)
- {
- chatWindow->winHide(FALSE);
- chatWindow->winEnable(TRUE);
- chatTextEntry->winHide(FALSE);
- chatTextEntry->winEnable(TRUE);
- GadgetTextEntrySetText( chatTextEntry, s_savedChat );
- s_savedChat.clear();
- }
- else
- {
- chatWindow = TheWindowManager->winCreateFromScript( AsciiString("InGameChat.wnd") );
- static NameKeyType textEntryChatID = TheNameKeyGenerator->nameToKey( "InGameChat.wnd:TextEntryChat" );
- chatTextEntry = TheWindowManager->winGetWindowFromId( NULL, textEntryChatID );
- GadgetTextEntrySetText( chatTextEntry, UnicodeString::TheEmptyString );
- static NameKeyType chatTypeStaticTextID = TheNameKeyGenerator->nameToKey( "InGameChat.wnd:StaticTextChatType" );
- chatTypeStaticText = TheWindowManager->winGetWindowFromId( NULL, chatTypeStaticTextID );
- }
- TheWindowManager->winSetFocus( chatTextEntry );
- SetInGameChatType( INGAME_CHAT_EVERYONE );
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void ResetInGameChat( void )
- {
- if(chatWindow)
- TheWindowManager->winDestroy( chatWindow );
- chatWindow = NULL;
- chatTextEntry = NULL;
- chatTypeStaticText = NULL;
- s_savedChat.clear();
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void HideInGameChat( Bool immediate )
- {
- if (chatWindow)
- {
- s_savedChat = GadgetTextEntryGetText( chatTextEntry );
- chatWindow->winHide(TRUE);
- chatWindow->winEnable(FALSE);
- chatTextEntry->winHide(TRUE);
- chatTextEntry->winEnable(FALSE);
- TheWindowManager->winSetFocus( NULL );
- }
- TheWindowManager->winSetFocus( NULL );
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void SetInGameChatType( InGameChatType chatType )
- {
- inGameChatType = chatType;
- if (chatTypeStaticText)
- {
- switch (inGameChatType)
- {
- case INGAME_CHAT_EVERYONE:
- if (ThePlayerList->getLocalPlayer()->isPlayerActive())
- GadgetStaticTextSetText( chatTypeStaticText, TheGameText->fetch("Chat:Everyone") );
- else
- GadgetStaticTextSetText( chatTypeStaticText, TheGameText->fetch("Chat:Observers") );
- break;
- case INGAME_CHAT_ALLIES:
- GadgetStaticTextSetText( chatTypeStaticText, TheGameText->fetch("Chat:Allies") );
- break;
- case INGAME_CHAT_PLAYERS:
- GadgetStaticTextSetText( chatTypeStaticText, TheGameText->fetch("Chat:Players") );
- break;
- }
- }
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- Bool IsInGameChatActive() {
- if (chatWindow != NULL) {
- if (chatWindow->winIsHidden() == FALSE) {
- return TRUE;
- }
- }
- return FALSE;
- }
- // Slash commands -------------------------------------------------------------------------
- extern "C" {
- int getQR2HostingStatus(void);
- }
- extern int isThreadHosting;
- Bool handleInGameSlashCommands(UnicodeString uText)
- {
- AsciiString message;
- message.translate(uText);
- if (message.getCharAt(0) != '/')
- {
- return FALSE; // not a slash command
- }
- AsciiString remainder = message.str() + 1;
- AsciiString token;
- remainder.nextToken(&token);
- token.toLower();
- if (token == "host")
- {
- UnicodeString s;
- s.format(L"Hosting qr2:%d thread:%d", getQR2HostingStatus(), isThreadHosting);
- TheInGameUI->message(s);
- return TRUE; // was a slash command
- }
- return FALSE; // not a slash command
- }
- // ------------------------------------------------------------------------------------------------
- // ------------------------------------------------------------------------------------------------
- void ToggleInGameChat( Bool immediate )
- {
- static Bool justHid = false;
- if (justHid)
- {
- justHid = false;
- return;
- }
- if (TheGameLogic->isInReplayGame())
- return;
- if (!TheGameInfo->isMultiPlayer() && TheGlobalData->m_netMinPlayers)
- return;
- if (chatWindow)
- {
- Bool show = chatWindow->winIsHidden();
- if (show)
- ShowInGameChat( immediate );
- else
- {
- if (chatTextEntry)
- {
- // Send what is there, clear it out, and hide the window
- UnicodeString msg = GadgetTextEntryGetText( chatTextEntry );
- msg.trim();
- if (!msg.isEmpty() && !handleInGameSlashCommands(msg))
- {
- const Player *localPlayer = ThePlayerList->getLocalPlayer();
- AsciiString playerName;
- Int playerMask = 0;
- for (Int i=0; i<MAX_SLOTS; ++i)
- {
- playerName.format("player%d", i);
- const Player *player = ThePlayerList->findPlayerWithNameKey( TheNameKeyGenerator->nameToKey( playerName ) );
- if (player && localPlayer)
- {
- switch (inGameChatType)
- {
- case INGAME_CHAT_EVERYONE:
- if (!TheGameInfo->getConstSlot(i)->isMuted())
- playerMask |= (1<<i);
- break;
- case INGAME_CHAT_ALLIES:
- if ( (player->getRelationship(localPlayer->getDefaultTeam()) == ALLIES &&
- localPlayer->getRelationship(player->getDefaultTeam()) == ALLIES) || player==localPlayer )
- playerMask |= (1<<i);
- break;
- case INGAME_CHAT_PLAYERS:
- if ( player == localPlayer )
- playerMask |= (1<<i);
- break;
- }
- }
- }
- TheLanguageFilter->filterLine(msg);
- TheNetwork->sendChat(msg, playerMask);
- }
- GadgetTextEntrySetText( chatTextEntry, UnicodeString::TheEmptyString );
- HideInGameChat( immediate );
- justHid = true;
- }
- }
- }
- else
- {
- ShowInGameChat( immediate );
- }
- }
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType InGameChatInput( GameWindow *window, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- switch( msg )
- {
- // --------------------------------------------------------------------------------------------
- case GWM_CHAR:
- {
- UnsignedByte key = mData1;
- // UnsignedByte state = mData2;
- switch( key )
- {
- // ----------------------------------------------------------------------------------------
- case KEY_ESC:
- {
- HideInGameChat();
- return MSG_HANDLED;
- //return MSG_IGNORED;
- } // end escape
- } // end switch( key )
- return MSG_HANDLED;
- } // end char
- }
- return MSG_IGNORED;
- } // end InGameChatInput
- //-------------------------------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType InGameChatSystem( GameWindow *window, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- switch( msg )
- {
- //---------------------------------------------------------------------------------------------
- case GGM_FOCUS_CHANGE:
- {
- // Bool focus = (Bool) mData1;
- //if (focus)
- //TheWindowManager->winSetGrabWindow( chatTextEntry );
- break;
- } // end focus change
- //---------------------------------------------------------------------------------------------
- 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;
- }//case GWM_INPUT_FOCUS:
- //---------------------------------------------------------------------------------------------
- case GEM_EDIT_DONE:
- {
- ToggleInGameChat();
- //HideInGameChat();
- break;
- } // end button selected
- //---------------------------------------------------------------------------------------------
- case GBM_SELECTED:
- {
- GameWindow *control = (GameWindow *)mData1;
- static NameKeyType buttonClearID = TheNameKeyGenerator->nameToKey( AsciiString( "InGameChat.wnd:ButtonClear" ) );
- if (control && control->winGetWindowId() == buttonClearID)
- {
- if (chatTextEntry)
- GadgetTextEntrySetText( chatTextEntry, UnicodeString::TheEmptyString );
- s_savedChat.clear();
- }
- break;
- } // end button selected
- //---------------------------------------------------------------------------------------------
- default:
- return MSG_IGNORED;
- } // end switch( msg )
- return MSG_HANDLED;
- } // end InGameChatSystem
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