| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196 |
- /*
- ** 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: WOLMessageWindow.cpp
- // Author: Chris Huybregts, November 2001
- // Description: Lan Lobby Menu
- ///////////////////////////////////////////////////////////////////////////////////////
- // INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
- #include "PreRTS.h" // This must go first in EVERY cpp file int the GameEngine
- #include "Common/GameEngine.h"
- #include "GameClient/WindowLayout.h"
- #include "GameClient/Gadget.h"
- #include "GameClient/Shell.h"
- #include "GameClient/KeyDefs.h"
- #include "GameClient/GameWindowManager.h"
- #include "GameClient/GadgetListBox.h"
- #include "GameClient/GadgetTextEntry.h"
- #include "GameNetwork/IPEnumeration.h"
- //#include "GameNetwork/WOL.h"
- // PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
- // window ids ------------------------------------------------------------------------------
- static NameKeyType parentWOLMessageWindowID = NAMEKEY_INVALID;
- static NameKeyType buttonCancelID = NAMEKEY_INVALID;
- // Window Pointers ------------------------------------------------------------------------
- static GameWindow *parentWOLMessageWindow = NULL;
- static GameWindow *buttonCancel = NULL;
- //-------------------------------------------------------------------------------------------------
- /** Initialize the WOLMessage Window */
- //-------------------------------------------------------------------------------------------------
- void WOLMessageWindowInit( WindowLayout *layout, void *userData )
- {
- parentWOLMessageWindowID = TheNameKeyGenerator->nameToKey( AsciiString( "WOLMessageWindow.wnd:WOLMessageWindowParent" ) );
- buttonCancelID = TheNameKeyGenerator->nameToKey( AsciiString( "WOLMessageWindow.wnd:ButtonCancel" ) );
- parentWOLMessageWindow = TheWindowManager->winGetWindowFromId( NULL, parentWOLMessageWindowID );
- buttonCancel = TheWindowManager->winGetWindowFromId( NULL, buttonCancelID);
-
- // Show Menu
- layout->hide( FALSE );
- // Set Keyboard to Main Parent
- TheWindowManager->winSetFocus( parentWOLMessageWindow );
- } // WOLMessageWindowInit
- //-------------------------------------------------------------------------------------------------
- /** WOLMessage Window shutdown method */
- //-------------------------------------------------------------------------------------------------
- void WOLMessageWindowShutdown( WindowLayout *layout, void *userData )
- {
- // hide menu
- layout->hide( TRUE );
- // our shutdown is complete
- TheShell->shutdownComplete( layout );
- } // WOLMessageWindowShutdown
- //-------------------------------------------------------------------------------------------------
- /** WOLMessage Window update method */
- //-------------------------------------------------------------------------------------------------
- void WOLMessageWindowUpdate( WindowLayout * layout, void *userData)
- {
- /*
- if (WOL::TheWOL)
- WOL::TheWOL->update();
- */
- }// WOLMessageWindowUpdate
- //-------------------------------------------------------------------------------------------------
- /** WOLMessage Window input callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType WOLMessageWindowInput( 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)buttonCancel, buttonCancelID );
- } // 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;
- }// WOLMessageWindowInput
- //-------------------------------------------------------------------------------------------------
- /** WOLMessage Window window system callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType WOLMessageWindowSystem( GameWindow *window, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
- {
- UnicodeString txtInput;
- switch( msg )
- {
-
-
- case GWM_CREATE:
- {
-
- break;
- } // case GWM_DESTROY:
- case GWM_DESTROY:
- {
- break;
- } // case GWM_DESTROY:
- 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 GBM_SELECTED:
- {
- break;
- }// case GBM_SELECTED:
-
- case GEM_EDIT_DONE:
- {
- break;
- }
- default:
- return MSG_IGNORED;
- }//Switch
- return MSG_HANDLED;
- }// WOLMessageWindowSystem
|