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ReplayControls.cpp
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74 lines (58 loc) · 2.69 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: ReplayControls.cpp ///////////////////////////////////////////////////////////////////////
// Author: Bryan Cleveland - December 2001
// Desc: GUI Control box for the playback controls
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
#include "GameClient/GameWindow.h"
#include "GameClient/Gadget.h"
#include "GameClient/GameClient.h"
//-------------------------------------------------------------------------------------------------
/** Input procedure for the control bar */
//-------------------------------------------------------------------------------------------------
WindowMsgHandledType ReplayControlInput( GameWindow *window, UnsignedInt msg,
WindowMsgData mData1, WindowMsgData mData2 )
{
return MSG_IGNORED;
}
//-------------------------------------------------------------------------------------------------
/** System callback for the control bar parent */
//-------------------------------------------------------------------------------------------------
WindowMsgHandledType ReplayControlSystem( GameWindow *window, UnsignedInt msg,
WindowMsgData mData1, WindowMsgData mData2 )
{
switch( msg )
{
//---------------------------------------------------------------------------------------------
case GBM_SELECTED:
{
break;
}
//---------------------------------------------------------------------------------------------
default:
return MSG_IGNORED;
}
return MSG_HANDLED;
}