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GeneralsExpPoints.cpp
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168 lines (138 loc) · 5.49 KB
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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: GeneralsExpPoints.cpp /////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//
// Electronic Arts Pacific.
//
// Confidential Information
// Copyright (C) 2002 - All Rights Reserved
//
//-----------------------------------------------------------------------------
//
// created: Oct 2002
//
// Filename: GeneralsExpPoints.cpp
//
// author: Chris Huybregts
//
// purpose: File used to populate/update/show/hide the generals exp screen
//
//-----------------------------------------------------------------------------
///////////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
//-----------------------------------------------------------------------------
// USER INCLUDES //////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
#include "GameClient/ControlBar.h"
#include "GameClient/GUICallbacks.h"
#include "GameClient/GameWindow.h"
#include "GameClient/Gadget.h"
#include "GameClient/KeyDefs.h"
#include "GameClient/InGameUI.h"
//-----------------------------------------------------------------------------
// DEFINES ////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
//-------------------------------------------------------------------------------------------------
WindowMsgHandledType GeneralsExpPointsInput( GameWindow *window, UnsignedInt msg,
WindowMsgData mData1, WindowMsgData mData2 )
{
switch( msg )
{
// --------------------------------------------------------------------------------------------
case GWM_MOUSE_ENTERING:
//Get rid of any building placement mode!
if( TheInGameUI )
{
TheInGameUI->placeBuildAvailable( nullptr, nullptr );
}
break;
case GWM_CHAR:
{
UnsignedByte key = mData1;
// UnsignedByte state = mData2;
switch( key )
{
// ----------------------------------------------------------------------------------------
case KEY_ESC:
{
TheControlBar->hidePurchaseScience();
return MSG_HANDLED;
//return MSG_IGNORED;
}
}
return MSG_HANDLED;
}
}
return MSG_HANDLED;
}
//-----------------------------------------------------------------------------
// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------
WindowMsgHandledType GeneralsExpPointsSystem( GameWindow *window, UnsignedInt msg,
WindowMsgData mData1, WindowMsgData mData2 )
{
switch( msg )
{
//---------------------------------------------------------------------------------------------
case GGM_FOCUS_CHANGE:
{
// Bool focus = (Bool) mData1;
//if (focus)
//TheWindowManager->winSetGrabWindow( chatTextEntry );
break;
}
//---------------------------------------------------------------------------------------------
case GWM_INPUT_FOCUS:
{
// if we're given the opportunity to take the keyboard focus we must say we don't want it
if( mData1 == TRUE )
*(Bool *)mData2 = FALSE;
return MSG_HANDLED;
}
//---------------------------------------------------------------------------------------------
case GBM_SELECTED:
{
GameWindow *control = (GameWindow *)mData1;
NameKeyType controlID = (NameKeyType)control->winGetWindowId();
static NameKeyType buttonExitID = NAMEKEY( "GeneralsExpPoints.wnd:ButtonExit" );
if (controlID == buttonExitID)
{
TheControlBar->hidePurchaseScience();
}
else
TheControlBar->processContextSensitiveButtonClick( control, (GadgetGameMessage)msg );
break;
}
//---------------------------------------------------------------------------------------------
default:
return MSG_IGNORED;
}
return MSG_HANDLED;
}
//-----------------------------------------------------------------------------
// PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
//-----------------------------------------------------------------------------