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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: PopupCommunicator.cpp /////////////////////////////////////////////////////////
- //-----------------------------------------------------------------------------
- //
- // Electronic Arts Pacific.
- //
- // Confidential Information
- // Copyright (C) 2002 - All Rights Reserved
- //
- //-----------------------------------------------------------------------------
- //
- // Project: RTS3
- //
- // File name: PopupCommunicator.cpp
- //
- // Created: Chris Brue, July 2002
- //
- // Desc: Electronic Arts instant messaging system
- //
- //-----------------------------------------------------------------------------
- ///////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "GameClient/GUICallbacks.h"
- #include "GameClient/GameWindowManager.h"
- // PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
- static NameKeyType buttonOkID = NAMEKEY_INVALID;
- static GameWindow *buttonOk = NULL;
- static GameWindow *parent = NULL;
- // PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
- //-------------------------------------------------------------------------------------------------
- /** Initialize the Popup Communicator */
- //-------------------------------------------------------------------------------------------------
- void PopupCommunicatorInit( WindowLayout *layout, void *userData )
- {
- //set keyboard focus to main parent and set modal
- NameKeyType parentID = TheNameKeyGenerator->nameToKey("PopupCommunicator.wnd:PopupCommunicator");
- parent = TheWindowManager->winGetWindowFromId( NULL, parentID );
- TheWindowManager->winSetFocus( parent );
- TheWindowManager->winSetModal( parent );
- // get ids for our children controls
- buttonOkID = TheNameKeyGenerator->nameToKey( AsciiString("PopupCommunicator.wnd:ButtonOk") );
- buttonOk = TheWindowManager->winGetWindowFromId( parent, buttonOkID );
- } // end PopupCommunicatorInit
- //-------------------------------------------------------------------------------------------------
- /** Popup Communicator shutdown method */
- //-------------------------------------------------------------------------------------------------
- void PopupCommunicatorShutdown( WindowLayout *layout, void *userData )
- {
- } // end PopupCommunicatorShutdown
- //-------------------------------------------------------------------------------------------------
- /** Popup Communicator update method */
- //-------------------------------------------------------------------------------------------------
- void PopupcommunicatorUpdate( WindowLayout *layout, void *userData )
- {
- } // end PopupCommunicatorUpdate
- //-------------------------------------------------------------------------------------------------
- /** Popup Communicator input callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType PopupCommunicatorInput( GameWindow *window, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- switch( msg )
- {
- // --------------------------------------------------------------------------------------------
- case GWM_CHAR:
- {
- UnsignedByte key = mData1;
- UnsignedByte state = mData2;
- 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 ) )
- {
- 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;
- } // end PopupCommunicatorInput
- //-------------------------------------------------------------------------------------------------
- /** Popup Communicator window system callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType PopupCommunicatorSystem( 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 )
- {
- WindowLayout *popupCommunicatorLayout = window->winGetLayout();
- popupCommunicatorLayout->destroyWindows();
- popupCommunicatorLayout->deleteInstance();
- popupCommunicatorLayout = NULL;
- } // end if
-
- break;
- } // end selected
- default:
- return MSG_IGNORED;
- } // end switch
- return MSG_HANDLED;
- }
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