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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: InGamePopupMessage.cpp /////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // created: Jul 2002
- //
- // Filename: InGamePopupMessage.cpp
- //
- // author: Chris Huybregts
- //
- // purpose: Init, input, and system for the in game message popup
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- // SYSTEM INCLUDES ////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-----------------------------------------------------------------------------
- // USER INCLUDES //////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/GlobalData.h"
- #include "Common/NameKeyGenerator.h"
- #include "Common/Version.h"
- #include "Common/MessageStream.h"
- #include "GameClient/WindowLayout.h"
- #include "GameClient/Gadget.h"
- #include "GameClient/GadgetStaticText.h"
- #include "GameClient/KeyDefs.h"
- #include "GameClient/GameWindowManager.h"
- #include "GameClient/InGameUI.h"
- #include "GameClient/DisplayStringManager.h"
- //-----------------------------------------------------------------------------
- // DEFINES ////////////////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- static NameKeyType parentID = NAMEKEY_INVALID;
- static NameKeyType staticTextMessageID = NAMEKEY_INVALID;
- static NameKeyType buttonOkID = NAMEKEY_INVALID;
- static GameWindow *parent = NULL;
- static GameWindow *staticTextMessage = NULL;
- static GameWindow *buttonOk = NULL;
- static Bool pause = FALSE;
- //-----------------------------------------------------------------------------
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //-------------------------------------------------------------------------------------------------
- /** Initialize the InGamePopupMessageInit menu */
- //-------------------------------------------------------------------------------------------------
- void InGamePopupMessageInit( WindowLayout *layout, void *userData )
- {
- parentID = TheNameKeyGenerator->nameToKey(AsciiString("InGamePopupMessage.wnd:InGamePopupMessageParent"));
- parent = TheWindowManager->winGetWindowFromId(NULL, parentID);
- staticTextMessageID = TheNameKeyGenerator->nameToKey(AsciiString("InGamePopupMessage.wnd:StaticTextMessage"));
- staticTextMessage = TheWindowManager->winGetWindowFromId(parent, staticTextMessageID);
- buttonOkID = TheNameKeyGenerator->nameToKey(AsciiString("InGamePopupMessage.wnd:ButtonOk"));
- buttonOk = TheWindowManager->winGetWindowFromId(parent, buttonOkID);
-
- PopupMessageData *pMData = TheInGameUI->getPopupMessageData();
-
- if(!pMData)
- {
- DEBUG_ASSERTCRASH(pMData, ("We're in InGamePopupMessage without a pointer to pMData\n") );
- ///< @todo: add a call to the close this bitch method when I implement it CLH
- return;
- }
-
- DisplayString *tempString = TheDisplayStringManager->newDisplayString();
- tempString->setText(pMData->message);
- tempString->setFont(staticTextMessage->winGetFont());
- tempString->setWordWrap(pMData->width - 14);
- Int width, height;
- tempString->getSize(&width, &height);
- TheDisplayStringManager->freeDisplayString(tempString);
-
- GadgetStaticTextSetText(staticTextMessage, pMData->message);
- // set the positions/sizes
- Int widthOk, heightOk;
- buttonOk->winGetSize(&widthOk, &heightOk);
- parent->winSetPosition( pMData->x, pMData->y);
- parent->winSetSize( pMData->width, height + 7 + 2 + 2 + heightOk + 2 );
- staticTextMessage->winSetPosition( 2, 2);
- staticTextMessage->winSetSize( pMData->width - 4, height + 7);
- buttonOk->winSetPosition(pMData->width - widthOk - 2, height + 7 + 2 + 2);
- staticTextMessage->winSetEnabledTextColors(pMData->textColor, 0);
- pause = pMData->pause;
- if(pMData->pause)
- TheWindowManager->winSetModal( parent );
-
- TheWindowManager->winSetFocus( parent );
- parent->winHide(FALSE);
- parent->winBringToTop();
- }
- //-------------------------------------------------------------------------------------------------
- /** InGamePopupMessageInput callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType InGamePopupMessageInput( 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_ENTER:
- case KEY_ESC:
- {
-
- //
- // send a simulated selected event to the parent window of the
- // back/exit button
- //
- if( BitTest( state, KEY_STATE_UP ) )
- {
- TheWindowManager->winSendSystemMsg( window, GBM_SELECTED,
- (WindowMsgData)buttonOk, buttonOkID );
-
- } // 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;
-
- }
- //-------------------------------------------------------------------------------------------------
- /** InGamePopupMessageSystem callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType InGamePopupMessageSystem( 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 GBM_SELECTED:
- {
- GameWindow *control = (GameWindow *)mData1;
- Int controlID = control->winGetWindowId();
-
- if( controlID == buttonOkID )
- {
- if(!pause)
- TheMessageStream->appendMessage( GameMessage::MSG_CLEAR_INGAME_POPUP_MESSAGE );
- else
- TheInGameUI->clearPopupMessageData();
- }
- break;
- }
- default:
- return MSG_IGNORED;
- } // end switch
- return MSG_HANDLED;
- }
- //-----------------------------------------------------------------------------
- // PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
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