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MapSelectMenu.cpp
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465 lines (381 loc) · 14.5 KB
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/*
** Command & Conquer Generals(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: MapSelectMenu.cpp ////////////////////////////////////////////////////////////////////////
// Author: Colin Day, October 2001
// Description: MapSelect menu window callbacks
///////////////////////////////////////////////////////////////////////////////////////////////////
// INCLUDES ///////////////////////////////////////////////////////////////////////////////////////
#include "PreRTS.h" // This must go first in EVERY cpp file in the GameEngine
#include "Common/GameEngine.h"
#include "Common/MessageStream.h"
#include "Common/RandomValue.h"
#include "Common/OptionPreferences.h"
#include "GameLogic/GameLogic.h"
#include "GameLogic/ScriptEngine.h"
#include "GameClient/AnimateWindowManager.h"
#include "GameClient/CampaignManager.h"
#include "GameClient/WindowLayout.h"
#include "GameClient/Gadget.h"
#include "GameClient/Shell.h"
#include "GameClient/GameWindowManager.h"
#include "GameClient/GadgetListBox.h"
#include "GameClient/GadgetRadioButton.h"
#include "GameClient/MapUtil.h"
#include "GameClient/Mouse.h"
// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
static NameKeyType radioButtonSystemMapsID = NAMEKEY_INVALID;
static NameKeyType radioButtonUserMapsID = NAMEKEY_INVALID;
static GameWindow *mapList = nullptr;
static Bool showSoloMaps = true;
static Bool isShuttingDown = false;
static Bool startGame = false;
static Bool buttonPushed = false;
static GameDifficulty s_AIDiff = DIFFICULTY_NORMAL;
static void setupGameStart(AsciiString mapName)
{
startGame = true;
TheWritableGlobalData->m_pendingFile = mapName;
TheShell->reverseAnimatewindow();
}
static void doGameStart()
{
startGame = false;
if (TheGameLogic->isInGame())
TheGameLogic->clearGameData();
//TheScriptEngine->setGlobalDifficulty(s_AIDiff); // CANNOT DO THIS! REPLAYS WILL BREAK!!!
// send a message to the logic for a new game
GameMessage *msg = TheMessageStream->appendMessage( GameMessage::MSG_NEW_GAME );
msg->appendIntegerArgument(GAME_SINGLE_PLAYER);
msg->appendIntegerArgument(s_AIDiff);
msg->appendIntegerArgument(0);
InitRandom(0);
isShuttingDown = true;
}
//-------------------------------------------------------------------------------------------------
/** This is called when a shutdown is complete for this menu */
//-------------------------------------------------------------------------------------------------
static void shutdownComplete( WindowLayout *layout )
{
isShuttingDown = false;
// hide the layout
layout->hide( TRUE );
// our shutdown is complete
TheShell->shutdownComplete( layout );
}
void SetDifficultyRadioButton()
{
NameKeyType parentID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:MapSelectMenuParent" );
GameWindow *parent = TheWindowManager->winGetWindowFromId( nullptr, parentID );
if (!TheScriptEngine)
{
s_AIDiff = DIFFICULTY_EASY;
}
else
{
switch (TheScriptEngine->getGlobalDifficulty())
{
case DIFFICULTY_EASY:
{
NameKeyType radioButtonEasyAIID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:RadioButtonEasyAI" );
GameWindow *radioButtonEasyAI = TheWindowManager->winGetWindowFromId( parent, radioButtonEasyAIID );
GadgetRadioSetSelection(radioButtonEasyAI, FALSE);
s_AIDiff = DIFFICULTY_EASY;
break;
}
case DIFFICULTY_NORMAL:
{
NameKeyType radioButtonMediumAIID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:RadioButtonMediumAI" );
GameWindow *radioButtonMediumAI = TheWindowManager->winGetWindowFromId( parent, radioButtonMediumAIID );
GadgetRadioSetSelection(radioButtonMediumAI, FALSE);
s_AIDiff = DIFFICULTY_NORMAL;
break;
}
case DIFFICULTY_HARD:
{
NameKeyType radioButtonHardAIID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:RadioButtonHardAI" );
GameWindow *radioButtonHardAI = TheWindowManager->winGetWindowFromId( parent, radioButtonHardAIID );
GadgetRadioSetSelection(radioButtonHardAI, FALSE);
s_AIDiff = DIFFICULTY_HARD;
break;
}
default:
{
DEBUG_CRASH(("unrecognized difficulty level in the script engine"));
}
}
}
}
//-------------------------------------------------------------------------------------------------
/** Initialize the MapSelect menu */
//-------------------------------------------------------------------------------------------------
void MapSelectMenuInit( WindowLayout *layout, void *userData )
{
showSoloMaps = true;
buttonPushed = false;
isShuttingDown = false;
startGame = false;
TheShell->showShellMap(TRUE);
// show menu
layout->hide( FALSE );
OptionPreferences pref;
Bool usesSystemMapDir = pref.usesSystemMapDir();
// get the listbox window
NameKeyType mapListID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:ListboxMap" );
mapList = TheWindowManager->winGetWindowFromId( nullptr, mapListID );
if( mapList )
{
if (TheMapCache)
TheMapCache->updateCache();
populateMapListbox( mapList, usesSystemMapDir, !showSoloMaps );
}
// set keyboard focus to main parent
NameKeyType parentID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:MapSelectMenuParent" );
GameWindow *parent = TheWindowManager->winGetWindowFromId( nullptr, parentID );
TheWindowManager->winSetFocus( parent );
NameKeyType buttonBackID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:ButtonBack" );
GameWindow *buttonBack = TheWindowManager->winGetWindowFromId( nullptr, buttonBackID );
NameKeyType buttonOKID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:ButtonOK" );
GameWindow *buttonOK = TheWindowManager->winGetWindowFromId( nullptr, buttonOKID );
TheShell->registerWithAnimateManager(buttonBack, WIN_ANIMATION_SLIDE_RIGHT, TRUE,0);
TheShell->registerWithAnimateManager(buttonOK, WIN_ANIMATION_SLIDE_LEFT, TRUE, 0);
SetDifficultyRadioButton();
radioButtonSystemMapsID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:RadioButtonSystemMaps" );
radioButtonUserMapsID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:RadioButtonUserMaps" );
GameWindow *radioButtonSystemMaps = TheWindowManager->winGetWindowFromId( parent, radioButtonSystemMapsID );
GameWindow *radioButtonUserMaps = TheWindowManager->winGetWindowFromId( parent, radioButtonUserMapsID );
if (usesSystemMapDir)
GadgetRadioSetSelection( radioButtonSystemMaps, FALSE );
else
GadgetRadioSetSelection( radioButtonUserMaps, FALSE );
}
//-------------------------------------------------------------------------------------------------
/** MapSelect menu shutdown method */
//-------------------------------------------------------------------------------------------------
void MapSelectMenuShutdown( WindowLayout *layout, void *userData )
{
if (!startGame)
isShuttingDown = true;
// if we are shutting down for an immediate pop, skip the animations
Bool popImmediate = *(Bool *)userData;
if( popImmediate )
{
shutdownComplete( layout );
return;
}
if (!startGame)
TheShell->reverseAnimatewindow();
}
//-------------------------------------------------------------------------------------------------
/** MapSelect menu update method */
//-------------------------------------------------------------------------------------------------
void MapSelectMenuUpdate( WindowLayout *layout, void *userData )
{
if (startGame && TheShell->isAnimFinished())
doGameStart();
// We'll only be successful if we've requested to
if(isShuttingDown && TheShell->isAnimFinished())
shutdownComplete(layout);
}
//-------------------------------------------------------------------------------------------------
/** Map select menu input callback */
//-------------------------------------------------------------------------------------------------
WindowMsgHandledType MapSelectMenuInput( GameWindow *window, UnsignedInt msg,
WindowMsgData mData1, WindowMsgData mData2 )
{
switch( msg )
{
// --------------------------------------------------------------------------------------------
case GWM_CHAR:
{
UnsignedByte key = mData1;
UnsignedByte state = mData2;
if (buttonPushed)
break;
switch( key )
{
// ----------------------------------------------------------------------------------------
case KEY_ESC:
{
//
// send a simulated selected event to the parent window of the
// back/exit button
//
if( BitIsSet( state, KEY_STATE_UP ) )
{
NameKeyType buttonID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:ButtonBack" );
GameWindow *button = TheWindowManager->winGetWindowFromId( window, buttonID );
TheWindowManager->winSendSystemMsg( window, GBM_SELECTED,
(WindowMsgData)button, buttonID );
}
// don't let key fall through anywhere else
return MSG_HANDLED;
}
}
}
}
return MSG_IGNORED;
}
//-------------------------------------------------------------------------------------------------
/** MapSelect menu window system callback */
//-------------------------------------------------------------------------------------------------
WindowMsgHandledType MapSelectMenuSystem( GameWindow *window, UnsignedInt msg,
WindowMsgData mData1, WindowMsgData mData2 )
{
static NameKeyType buttonBack = NAMEKEY_INVALID;
static NameKeyType buttonOK = NAMEKEY_INVALID;
static NameKeyType listboxMap = NAMEKEY_INVALID;
static NameKeyType radioButtonEasyAI = NAMEKEY_INVALID;
static NameKeyType radioButtonMediumAI = NAMEKEY_INVALID;
static NameKeyType radioButtonHardAI = NAMEKEY_INVALID;
switch( msg )
{
// --------------------------------------------------------------------------------------------
case GWM_CREATE:
{
// get ids for our children controls
buttonBack = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:ButtonBack" );
buttonOK = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:ButtonOK" );
listboxMap = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:ListboxMap" );
radioButtonEasyAI = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:RadioButtonEasyAI" );
radioButtonMediumAI = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:RadioButtonMediumAI" );
radioButtonHardAI = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:RadioButtonHardAI" );
break;
}
//---------------------------------------------------------------------------------------------
case GWM_DESTROY:
{
break;
}
// --------------------------------------------------------------------------------------------
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 GBM_SELECTED:
{
if (buttonPushed)
break;
GameWindow *control = (GameWindow *)mData1;
Int controlID = control->winGetWindowId();
static NameKeyType singlePlayerID = NAMEKEY("MapSelectMenu.wnd:ButtonSinglePlayer");
static NameKeyType multiplayerID = NAMEKEY("MapSelectMenu.wnd:ButtonMultiplayer");
if ( controlID == singlePlayerID )
{
showSoloMaps = true;
OptionPreferences pref;
populateMapListbox( mapList, pref.usesSystemMapDir(), !showSoloMaps );
}
else if ( controlID == multiplayerID )
{
showSoloMaps = false;
OptionPreferences pref;
populateMapListbox( mapList, pref.usesSystemMapDir(), !showSoloMaps );
}
else if ( controlID == radioButtonSystemMapsID )
{
if (TheMapCache)
TheMapCache->updateCache();
populateMapListbox( mapList, TRUE, !showSoloMaps );
OptionPreferences pref;
pref["UseSystemMapDir"] = "yes";
pref.write();
}
else if ( controlID == radioButtonUserMapsID )
{
if (TheMapCache)
TheMapCache->updateCache();
populateMapListbox( mapList, FALSE, !showSoloMaps );
OptionPreferences pref;
pref["UseSystemMapDir"] = "no";
pref.write();
}
else if( controlID == buttonBack )
{
// go back one screen
TheShell->pop();
buttonPushed = true;
}
else if( controlID == buttonOK )
{
Int selected;
UnicodeString map;
GameWindow *mapWindow = TheWindowManager->winGetWindowFromId( nullptr, listboxMap );
// get the selected index
GadgetListBoxGetSelected( mapWindow, &selected );
if( selected != -1 )
{
buttonPushed = true;
// reset the campaign manager to empty
if( TheCampaignManager )
TheCampaignManager->setCampaign( "" );
// get text of the map to load
const char *mapFname = (const char *)GadgetListBoxGetItemData( mapWindow, selected );
DEBUG_ASSERTCRASH(mapFname, ("No map item data"));
if (mapFname)
setupGameStart(mapFname);
}
}
else if( controlID == radioButtonEasyAI)
{
s_AIDiff = DIFFICULTY_EASY;
}
else if( controlID == radioButtonMediumAI)
{
s_AIDiff = DIFFICULTY_NORMAL;
}
else if( controlID == radioButtonHardAI)
{
s_AIDiff = DIFFICULTY_HARD;
}
break;
}
case GLM_DOUBLE_CLICKED:
{
if (buttonPushed)
break;
GameWindow *control = (GameWindow *)mData1;
Int controlID = control->winGetWindowId();
if( controlID == listboxMap )
{
int rowSelected = mData2;
if (rowSelected >= 0)
{
//buttonPushed = true;
GadgetListBoxSetSelected( control, rowSelected );
NameKeyType buttonOKID = TheNameKeyGenerator->nameToKey( "MapSelectMenu.wnd:ButtonOK" );
GameWindow *buttonOK = TheWindowManager->winGetWindowFromId( nullptr, buttonOKID );
TheWindowManager->winSendSystemMsg( window, GBM_SELECTED,
(WindowMsgData)buttonOK, buttonOKID );
}
}
break;
}
default:
return MSG_IGNORED;
}
return MSG_HANDLED;
}