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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: GameInfoWindow.cpp ////////////////////////////////////////////////////////////////////////
- // Author: Chris Huybregts, Feb 2002
- // Description: Game Info window callbacks
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "GameClient/WindowLayout.h"
- #include "GameClient/MapUtil.h"
- #include "GameClient/Shell.h"
- #include "GameClient/GameWindowManager.h"
- #include "GameClient/GadgetListBox.h"
- #include "GameClient/GadgetStaticText.h"
- #include "GameClient/GameText.h"
- #include "GameClient/GameInfoWindow.h"
- #include "Common/MultiplayerSettings.h"
- #include "Common/PlayerTemplate.h"
- #include "GameNetwork/GameInfo.h"
- #include "GameNetwork/LANAPI.h"
- #ifdef _INTERNAL
- // for occasional debugging...
- //#pragma optimize("", off)
- //#pragma MESSAGE("************************************** WARNING, optimization disabled for debugging purposes")
- #endif
- static GameWindow *parent = NULL;
- static GameWindow *staticTextGameName = NULL;
- static GameWindow *staticTextMapName = NULL;
- static GameWindow *listBoxPlayers = NULL;
- static GameWindow *winCrates = NULL;
- static GameWindow *winSuperWeapons = NULL;
- static GameWindow *winFreeForAll = NULL;
- static NameKeyType parentID = NAMEKEY_INVALID;
- static NameKeyType staticTextGameNameID = NAMEKEY_INVALID;
- static NameKeyType staticTextMapNameID = NAMEKEY_INVALID;
- static NameKeyType listBoxPlayersID = NAMEKEY_INVALID;
- static NameKeyType winCratesID = NAMEKEY_INVALID;
- static NameKeyType winSuperWeaponsID = NAMEKEY_INVALID;
- static NameKeyType winFreeForAllID = NAMEKEY_INVALID;
- static WindowLayout *gameInfoWindowLayout = NULL;
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
- void CreateLANGameInfoWindow( GameWindow *sizeAndPosWin )
- {
- if( !gameInfoWindowLayout )
- gameInfoWindowLayout = TheWindowManager->winCreateLayout( AsciiString( "Menus/GameInfoWindow.wnd" ) );
-
- gameInfoWindowLayout->runInit();
- gameInfoWindowLayout->bringForward();
- gameInfoWindowLayout->hide( TRUE );
- if( !parent || !sizeAndPosWin )
- return;
- Int x, y, width, height;
- sizeAndPosWin->winGetScreenPosition(&x,&y);
- parent->winSetPosition(x,y);
- sizeAndPosWin->winGetSize( &width, &height );
- parent->winSetSize(width, height);
- }
- void DestroyGameInfoWindow(void)
- {
- if (gameInfoWindowLayout)
- {
- gameInfoWindowLayout->destroyWindows();
- gameInfoWindowLayout->deleteInstance();
- gameInfoWindowLayout = NULL;
- }
- }
- void RefreshGameInfoWindow(GameInfo *gameInfo, UnicodeString gameName)
- {
- static const Image *randomIcon = TheMappedImageCollection->findImageByName("GameinfoRANDOM");
- static const Image *observerIcon = TheMappedImageCollection->findImageByName("GameinfoOBSRVR");
- if(!gameInfoWindowLayout || !gameInfo )
- return;
- parent->winHide( FALSE );
- parent->winBringToTop();
- // Set the game name
- GadgetStaticTextSetText(staticTextGameName, ((LANGameInfo *)gameInfo)->getPlayerName(0));
- // set the map name
- UnicodeString map;
- AsciiString asciiMap = gameInfo->getMap();
- asciiMap.toLower();
- std::map<AsciiString, MapMetaData>::iterator it = TheMapCache->find(asciiMap);
- if (it != TheMapCache->end())
- {
- map = it->second.m_displayName;
- }
- else
- {
- // can happen if the map will have to be transferred... so use the leaf name (srj)
- const char *noPath = gameInfo->getMap().reverseFind('\\');
- if (noPath)
- {
- ++noPath;
- }
- else
- {
- noPath = gameInfo->getMap().str();
- }
- map.translate(noPath);
- }
- GadgetStaticTextSetText(staticTextMapName,map);
- // fill in the player list
- GadgetListBoxReset(listBoxPlayers);
- Int numColors = TheMultiplayerSettings->getNumColors();
- Color white = GameMakeColor(255,255,255,255);
- // Color grey = GameMakeColor(188,188,188,255);
- for (Int i = 0; i < MAX_SLOTS; i ++)
- {
- Color playerColor = white;
- Int color = -1;
- Int addedRow;
- GameSlot *slot = gameInfo->getSlot(i);
- if(!slot || (slot->isOccupied() == FALSE))
- continue;
- color = slot->getColor();
- if(color > -1 && color < numColors)
- {
- MultiplayerColorDefinition *def = TheMultiplayerSettings->getColor(color);
- playerColor = def->getColor();
- }
- if(slot->isAI())
- {
- switch(slot->getState())
- {
- case SLOT_EASY_AI:
- {
- addedRow = GadgetListBoxAddEntryText(listBoxPlayers,TheGameText->fetch("GUI:EasyAI"),playerColor,-1, 1);
- break;
- }
- case SLOT_MED_AI:
- {
- addedRow = GadgetListBoxAddEntryText(listBoxPlayers,TheGameText->fetch("GUI:MediumAI"),playerColor,-1, 1);
- break;
- }
- case SLOT_BRUTAL_AI:
- {
- addedRow = GadgetListBoxAddEntryText(listBoxPlayers,TheGameText->fetch("GUI:HardAI"),playerColor,-1, 1);
- break;
- }
- default:
- break;
- }
- }
- else if(slot->isHuman())
- {
- addedRow = GadgetListBoxAddEntryText(listBoxPlayers, slot->getName(),playerColor,-1,1);
- }
- Int playerTemplate = slot->getPlayerTemplate();
- if(playerTemplate == PLAYERTEMPLATE_OBSERVER)
- {
- GadgetListBoxAddEntryImage(listBoxPlayers, observerIcon,addedRow, 0, 22,25);
- }
- else if(playerTemplate < 0 || playerTemplate >= ThePlayerTemplateStore->getPlayerTemplateCount())
- {
- ///< @todo: When we get art that shows player's side, then we'll actually draw the art instead of putting in text
- GadgetListBoxAddEntryImage(listBoxPlayers, randomIcon,addedRow, 0, 22,25);
- //GadgetListBoxAddEntryText(listBoxPlayers,TheGameText->fetch("GUI:???"),playerColor,addedRow, 0);
- }
- else
- {
- const PlayerTemplate *fact = ThePlayerTemplateStore->getNthPlayerTemplate(playerTemplate);
- GadgetListBoxAddEntryImage(listBoxPlayers, fact->getSideIconImage(),addedRow, 0, 22,25);
- //GadgetListBoxAddEntryText(listBoxPlayers,fact->getDisplayName(),playerColor,addedRow, 0);
- }
-
- }
- }
- void HideGameInfoWindow(Bool hide)
- {
- if(!parent)
- return;
- parent->winHide(hide);
- }
- //-------------------------------------------------------------------------------------------------
- /** Initialize the GameInfoWindow */
- //-------------------------------------------------------------------------------------------------
- void GameInfoWindowInit( WindowLayout *layout, void *userData )
- {
- parentID = TheNameKeyGenerator->nameToKey( "GameInfoWindow.wnd:ParentGameInfo" );
- staticTextGameNameID = TheNameKeyGenerator->nameToKey( "GameInfoWindow.wnd:StaticTextGameName" );
- staticTextMapNameID = TheNameKeyGenerator->nameToKey( "GameInfoWindow.wnd:StaticTextMapName" );
- listBoxPlayersID = TheNameKeyGenerator->nameToKey( "GameInfoWindow.wnd:ListBoxPlayers" );
- winCratesID = TheNameKeyGenerator->nameToKey( "GameInfoWindow.wnd:WinCrates" );
- winSuperWeaponsID = TheNameKeyGenerator->nameToKey( "GameInfoWindow.wnd:WinSuperWeapons" );
- winFreeForAllID = TheNameKeyGenerator->nameToKey( "GameInfoWindow.wnd:WinFreeForAll" );
-
- parent = TheWindowManager->winGetWindowFromId( NULL, parentID );
- staticTextGameName = TheWindowManager->winGetWindowFromId( parent, staticTextGameNameID );
- staticTextMapName = TheWindowManager->winGetWindowFromId( parent, staticTextMapNameID );
- listBoxPlayers = TheWindowManager->winGetWindowFromId( parent, listBoxPlayersID );
- winCrates = TheWindowManager->winGetWindowFromId( parent, winCratesID );
- winSuperWeapons = TheWindowManager->winGetWindowFromId( parent, winSuperWeaponsID );
- winFreeForAll = TheWindowManager->winGetWindowFromId( parent, winFreeForAllID );
- GadgetStaticTextSetText(staticTextGameName,UnicodeString.TheEmptyString);
- GadgetStaticTextSetText(staticTextMapName,UnicodeString.TheEmptyString);
- GadgetListBoxReset(listBoxPlayers);
-
- } // end MapSelectMenuInit
- //-------------------------------------------------------------------------------------------------
- /** GameInfo window system callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType GameInfoWindowSystem( GameWindow *window, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- switch( msg )
- {
- // might use these later
- // GameWindow *control = (GameWindow *)mData1;
- // Int controlID = control->winGetWindowId();
- // --------------------------------------------------------------------------------------------
- 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;
- return MSG_HANDLED;
- } // end input
- //---------------------------------------------------------------------------------------------
- default:
- return MSG_IGNORED;
- } // end switch
- return MSG_HANDLED;
- } // end MapSelectMenuSystem
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