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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: WOLLoginMenu.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/WOL.h"
- //#include "GameNetwork/WOLmenus.h"
- // PRIVATE DATA ///////////////////////////////////////////////////////////////////////////////////
- // window ids ------------------------------------------------------------------------------
- static NameKeyType parentWOLStatusID = NAMEKEY_INVALID;
- static NameKeyType buttonDisconnectID = NAMEKEY_INVALID;
- // Window Pointers ------------------------------------------------------------------------
- static GameWindow *parentWOLStatus = NULL;
- static GameWindow *buttonDisconnect = NULL;
- GameWindow *progressTextWindow = NULL;
- //-------------------------------------------------------------------------------------------------
- /** Initialize the WOL Status Menu */
- //-------------------------------------------------------------------------------------------------
- void WOLStatusMenuInit( WindowLayout *layout, void *userData )
- {
- parentWOLStatusID = TheNameKeyGenerator->nameToKey( AsciiString( "WOLStatusMenu.wnd:WOLStatusMenuParent" ) );
- buttonDisconnectID = TheNameKeyGenerator->nameToKey( AsciiString( "WOLStatusMenu.wnd:ButtonDisconnect" ) );
- parentWOLStatus = TheWindowManager->winGetWindowFromId( NULL, parentWOLStatusID );
- buttonDisconnect = TheWindowManager->winGetWindowFromId( NULL, buttonDisconnectID);
- progressTextWindow = TheWindowManager->winGetWindowFromId( NULL,
- TheNameKeyGenerator->nameToKey( AsciiString( "WOLStatusMenu.wnd:ListboxStatus" ) ) );
-
- // Show Menu
- layout->hide( FALSE );
- // Set Keyboard to Main Parent
- TheWindowManager->winSetFocus( parentWOLStatus );
- //progressLayout = TheShell->top();
- //WOL::raiseWOLMessageBox();
- } // WOLStatusMenuInit
- //-------------------------------------------------------------------------------------------------
- /** WOL Status Menu shutdown method */
- //-------------------------------------------------------------------------------------------------
- void WOLStatusMenuShutdown( WindowLayout *layout, void *userData )
- {
- // hide menu
- layout->hide( TRUE );
- // our shutdown is complete
- TheShell->shutdownComplete( layout );
- //progressLayout = NULL;
- //WOL::raiseWOLMessageBox();
- } // WOLStatusMenuShutdown
- //-------------------------------------------------------------------------------------------------
- /** WOL Status Menu update method */
- //-------------------------------------------------------------------------------------------------
- void WOLStatusMenuUpdate( WindowLayout * layout, void *userData)
- {
- //if (WOL::TheWOL)
- //WOL::TheWOL->update();
- }// WOLStatusMenuUpdate
- //-------------------------------------------------------------------------------------------------
- /** WOL Status Menu input callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType WOLStatusMenuInput( 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)buttonDisconnect, buttonDisconnectID );
- } // 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;
- }// WOLStatusMenuInput
- //-------------------------------------------------------------------------------------------------
- /** WOL Status Menu window system callback */
- //-------------------------------------------------------------------------------------------------
- WindowMsgHandledType WOLStatusMenuSystem( 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:
- {
- /*
- GameWindow *control = (GameWindow *)mData1;
- Int controlID = control->winGetWindowId();
- if ( controlID == buttonDisconnectID )
- {
- //TheShell->pop();
- if (WOL::TheWOL->setState( WOL::WOLAPI_FATAL_ERROR ))
- {
- WOL::TheWOL->addCommand( WOL::WOLCOMMAND_RESET ); // don't display an error, log out, or anything
- }
- } //if ( controlID == buttonDisconnect )
- */
- break;
- }// case GBM_SELECTED:
-
- case GEM_EDIT_DONE:
- {
- break;
- }
- default:
- return MSG_IGNORED;
- }//Switch
- return MSG_HANDLED;
- }// WOLStatusMenuSystem
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