diff --git a/Core/GameEngineDevice/CMakeLists.txt b/Core/GameEngineDevice/CMakeLists.txt
index 16794e4c043..830a53b2675 100644
--- a/Core/GameEngineDevice/CMakeLists.txt
+++ b/Core/GameEngineDevice/CMakeLists.txt
@@ -47,10 +47,10 @@ set(GAMEENGINEDEVICE_SRC
# Include/W3DDevice/GameClient/W3DFileSystem.h
Include/W3DDevice/GameClient/W3DGadget.h
# Include/W3DDevice/GameClient/W3DGameClient.h
-# Include/W3DDevice/GameClient/W3DGameFont.h
-# Include/W3DDevice/GameClient/W3DGameWindow.h
-# Include/W3DDevice/GameClient/W3DGameWindowManager.h
-# Include/W3DDevice/GameClient/W3DGUICallbacks.h
+ Include/W3DDevice/GameClient/W3DGameFont.h
+ Include/W3DDevice/GameClient/W3DGameWindow.h
+ Include/W3DDevice/GameClient/W3DGameWindowManager.h
+ Include/W3DDevice/GameClient/W3DGUICallbacks.h
# Include/W3DDevice/GameClient/W3DInGameUI.h
# Include/W3DDevice/GameClient/W3DMirror.h
Include/W3DDevice/GameClient/W3DMouse.h
@@ -132,11 +132,11 @@ set(GAMEENGINEDEVICE_SRC
Source/W3DDevice/GameClient/GUI/Gadget/W3DTextEntry.cpp
Source/W3DDevice/GameClient/GUI/Gadget/W3DVerticalSlider.cpp
Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DControlBar.cpp
-# Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
-# Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
-# Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
-# Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
-# Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
+ Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
+ Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
+ Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
+ Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
+ Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
Source/W3DDevice/GameClient/HeightMap.cpp
# Source/W3DDevice/GameClient/Shadow/W3DBufferManager.cpp
# Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp
diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGUICallbacks.h b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DGUICallbacks.h
similarity index 100%
rename from GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGUICallbacks.h
rename to Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DGUICallbacks.h
diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameFont.h b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameFont.h
similarity index 100%
rename from GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameFont.h
rename to Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameFont.h
diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h
similarity index 100%
rename from GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h
rename to Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h
diff --git a/GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindowManager.h b/Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindowManager.h
similarity index 100%
rename from GeneralsMD/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindowManager.h
rename to Core/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindowManager.h
diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
similarity index 100%
rename from GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
rename to Core/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
similarity index 100%
rename from GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
rename to Core/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
similarity index 100%
rename from GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
rename to Core/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
similarity index 100%
rename from GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
rename to Core/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
diff --git a/GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp b/Core/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
similarity index 100%
rename from GeneralsMD/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
rename to Core/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
diff --git a/Generals/Code/GameEngineDevice/CMakeLists.txt b/Generals/Code/GameEngineDevice/CMakeLists.txt
index a0c6091420c..93ec69b7fbf 100644
--- a/Generals/Code/GameEngineDevice/CMakeLists.txt
+++ b/Generals/Code/GameEngineDevice/CMakeLists.txt
@@ -40,10 +40,10 @@ set(GAMEENGINEDEVICE_SRC
Include/W3DDevice/GameClient/W3DFileSystem.h
# Include/W3DDevice/GameClient/W3DGadget.h
Include/W3DDevice/GameClient/W3DGameClient.h
- Include/W3DDevice/GameClient/W3DGameFont.h
- Include/W3DDevice/GameClient/W3DGameWindow.h
- Include/W3DDevice/GameClient/W3DGameWindowManager.h
- Include/W3DDevice/GameClient/W3DGUICallbacks.h
+# Include/W3DDevice/GameClient/W3DGameFont.h
+# Include/W3DDevice/GameClient/W3DGameWindow.h
+# Include/W3DDevice/GameClient/W3DGameWindowManager.h
+# Include/W3DDevice/GameClient/W3DGUICallbacks.h
Include/W3DDevice/GameClient/W3DInGameUI.h
Include/W3DDevice/GameClient/W3DMirror.h
# Include/W3DDevice/GameClient/W3DMouse.h
@@ -111,11 +111,11 @@ set(GAMEENGINEDEVICE_SRC
# Source/W3DDevice/GameClient/GUI/Gadget/W3DTextEntry.cpp
# Source/W3DDevice/GameClient/GUI/Gadget/W3DVerticalSlider.cpp
# Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DControlBar.cpp
- Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
- Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
- Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
- Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
- Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
+# Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
+# Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
+# Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
+# Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
+# Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
# Source/W3DDevice/GameClient/HeightMap.cpp
Source/W3DDevice/GameClient/Shaders/invmonochrome.nvp
Source/W3DDevice/GameClient/Shaders/monochrome.nvp
diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGUICallbacks.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGUICallbacks.h
deleted file mode 100644
index d3fd1d245cb..00000000000
--- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGUICallbacks.h
+++ /dev/null
@@ -1,66 +0,0 @@
-/*
-** 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 .
-*/
-
-////////////////////////////////////////////////////////////////////////////////
-// //
-// (c) 2001-2003 Electronic Arts Inc. //
-// //
-////////////////////////////////////////////////////////////////////////////////
-
-// FILE: W3DGUICallbacks.h ////////////////////////////////////////////////////////////////////////
-// Created: Colin Day, August 2001
-// Desc: Callbacks for GUI elements that are specifically tied to
-// a W3D implementation
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-#pragma once
-
-class GameWindow;
-class WindowLayout;
-class WinInstanceData;
-
-// EXTERNALS //////////////////////////////////////////////////////////////////////////////////////
-
-// Message of the day message window --------------------------------------------------------------
-extern void W3DLeftHUDDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DCameoMovieDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DRightHUDDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DPowerDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DMainMenuDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DMainMenuFourDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DMetalBarMenuDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DCreditsMenuDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DClockDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DMainMenuMapBorder( GameWindow *window, WinInstanceData *instData );
-extern void W3DMainMenuButtonDropShadowDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DMainMenuRandomTextDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DThinBorderDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DShellMenuSchemeDraw( GameWindow *window, WinInstanceData *instData );
-
-extern void W3DCommandBarGridDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DCommandBarGenExpDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DCommandBarHelpPopupDraw( GameWindow *window, WinInstanceData *instData );
-
-extern void W3DCommandBarBackgroundDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DCommandBarForegroundDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DCommandBarTopDraw( GameWindow *window, WinInstanceData *instData );
-
-extern void W3DNoDraw( GameWindow *window, WinInstanceData *instData );
-extern void W3DDrawMapPreview( GameWindow *window, WinInstanceData *instData );
-
-void W3DMainMenuInit( WindowLayout *layout, void *userData );
diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameFont.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameFont.h
deleted file mode 100644
index 382aed134da..00000000000
--- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameFont.h
+++ /dev/null
@@ -1,79 +0,0 @@
-/*
-** 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 .
-*/
-
-////////////////////////////////////////////////////////////////////////////////
-// //
-// (c) 2001-2003 Electronic Arts Inc. //
-// //
-////////////////////////////////////////////////////////////////////////////////
-
-// FILE: W3DGameFont.h ////////////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-//
-// Westwood Studios Pacific.
-//
-// Confidential Information
-// Copyright (C) 2001 - All Rights Reserved
-//
-//-----------------------------------------------------------------------------
-//
-// Project: RTS3
-//
-// File name: W3DGameFont.h
-//
-// Created: Colin Day, June 2001
-//
-// Desc: W3D implementation for managing font definitions
-//
-//-----------------------------------------------------------------------------
-///////////////////////////////////////////////////////////////////////////////
-
-#pragma once
-
-// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
-
-// USER INCLUDES //////////////////////////////////////////////////////////////
-#include "GameClient/GameFont.h"
-
-// FORWARD REFERENCES /////////////////////////////////////////////////////////
-
-// TYPE DEFINES ///////////////////////////////////////////////////////////////
-
-// W3DFontLibrary -------------------------------------------------------------
-/** Our font library that uses W3D font implementations */
-//-----------------------------------------------------------------------------
-class W3DFontLibrary : public FontLibrary
-{
-
-public:
-
- W3DFontLibrary() { }
- virtual ~W3DFontLibrary() override { }
-
-protected:
-
- /// load the font data pointer based on everything else we already have set
- virtual Bool loadFontData( GameFont *font ) override;
- /// release the font data pointer
- virtual void releaseFontData( GameFont *font ) override;
-
-};
-
-// INLINING ///////////////////////////////////////////////////////////////////
-
-// EXTERNALS //////////////////////////////////////////////////////////////////
diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h
deleted file mode 100644
index 25afd838e3b..00000000000
--- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h
+++ /dev/null
@@ -1,99 +0,0 @@
-/*
-** 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 .
-*/
-
-////////////////////////////////////////////////////////////////////////////////
-// //
-// (c) 2001-2003 Electronic Arts Inc. //
-// //
-////////////////////////////////////////////////////////////////////////////////
-
-// FILE: W3DGameWindow.h //////////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-//
-// Westwood Studios Pacific.
-//
-// Confidential Information
-// Copyright (C) 2001 - All Rights Reserved
-//
-//-----------------------------------------------------------------------------
-//
-// Project: RTS3
-//
-// File name: W3DGameWindow.h
-//
-// Created: Colin Day, June 2001
-//
-// Desc: W3D implementations for the game windowing system
-//
-//-----------------------------------------------------------------------------
-///////////////////////////////////////////////////////////////////////////////
-
-#pragma once
-
-// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
-
-// USER INCLUDES //////////////////////////////////////////////////////////////
-#include "GameClient/GameWindow.h"
-#include "WW3D2/render2dsentence.h"
-
-// FORWARD REFERENCES /////////////////////////////////////////////////////////
-
-// TYPE DEFINES ///////////////////////////////////////////////////////////////
-
-// W3DGameWindow --------------------------------------------------------------
-/** W3D implementation for a game window */
-// ----------------------------------------------------------------------------
-class W3DGameWindow : public GameWindow
-{
- MEMORY_POOL_GLUE_WITH_USERLOOKUP_CREATE(W3DGameWindow, "W3DGameWindow")
-
-public:
-
- W3DGameWindow();
- // already defined by MPO.
- //~W3DGameWindow();
-
- /// draw borders for this window only, NO child windows or anything else
- virtual void winDrawBorder() override;
-
- Int winSetPosition( Int x, Int y ); ///< set window position
- virtual Int winSetText( UnicodeString newText ) override; ///< set text string
- virtual void winSetFont( GameFont *font ) override; ///< set font for window
-
- void getTextSize( Int *width, Int *height ); ///< get size of text
- void setTextLoc( Int x, Int y ); ///< set text screen coord loc
- void drawText( Color color ); ///< draw text in the text renderer
-
-protected:
-
- /// helper function to draw borders
- void blitBorderRect( Int x, Int y, Int width, Int height );
-
- Render2DSentenceClass m_textRenderer; ///< for drawing text
- ICoord2D m_textPos; ///< current text pos set in text renderer
- Color m_currTextColor; ///< current color used in text renderer
- Bool m_needPolyDraw; ///< TRUE need to redo the text polys
- Bool m_newTextPos; ///< TRUE when our window has moved and we need a new text pos
-
-};
-
-// INLINING ///////////////////////////////////////////////////////////////////
-
-// EXTERNALS //////////////////////////////////////////////////////////////////
-extern void W3DGameWinDefaultDraw( GameWindow *window,
- WinInstanceData *instData );
diff --git a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindowManager.h b/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindowManager.h
deleted file mode 100644
index 952eb79b00e..00000000000
--- a/Generals/Code/GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindowManager.h
+++ /dev/null
@@ -1,106 +0,0 @@
-/*
-** 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 .
-*/
-
-////////////////////////////////////////////////////////////////////////////////
-// //
-// (c) 2001-2003 Electronic Arts Inc. //
-// //
-////////////////////////////////////////////////////////////////////////////////
-
-// FILE: W3DGameWindowManager.h ///////////////////////////////////////////////////////////////////
-// Created: Colin Day, June 2001
-// Desc: W3D implementation specific parts for the game window manager,
-// which controls all access to the game windows for the in and
-// of game GUI controls and windows
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-#pragma once
-
-#include "GameClient/GameWindowManager.h"
-#include "W3DDevice/GameClient/W3DGameWindow.h"
-#include "W3DDevice/GameClient/W3DGadget.h"
-
-//-------------------------------------------------------------------------------------------------
-/** W3D implementation of the game window manager which controls all windows
- * and user interface controls */
-//-------------------------------------------------------------------------------------------------
-class W3DGameWindowManager : public GameWindowManager
-{
-
-public:
-
- W3DGameWindowManager();
- virtual ~W3DGameWindowManager() override;
-
- virtual void init() override; ///< initialize the singlegon
-
- virtual GameWindow *allocateNewWindow() override; ///< allocate a new game window
- virtual GameWinDrawFunc getDefaultDraw() override; ///< return default draw func to use
-
- virtual GameWinDrawFunc getPushButtonImageDrawFunc() override;
- virtual GameWinDrawFunc getPushButtonDrawFunc() override;
- virtual GameWinDrawFunc getCheckBoxImageDrawFunc() override;
- virtual GameWinDrawFunc getCheckBoxDrawFunc() override;
- virtual GameWinDrawFunc getRadioButtonImageDrawFunc() override;
- virtual GameWinDrawFunc getRadioButtonDrawFunc() override;
- virtual GameWinDrawFunc getTabControlImageDrawFunc() override;
- virtual GameWinDrawFunc getTabControlDrawFunc() override;
- virtual GameWinDrawFunc getListBoxImageDrawFunc() override;
- virtual GameWinDrawFunc getListBoxDrawFunc() override;
- virtual GameWinDrawFunc getComboBoxImageDrawFunc() override;
- virtual GameWinDrawFunc getComboBoxDrawFunc() override;
- virtual GameWinDrawFunc getHorizontalSliderImageDrawFunc() override;
- virtual GameWinDrawFunc getHorizontalSliderDrawFunc() override;
- virtual GameWinDrawFunc getVerticalSliderImageDrawFunc() override;
- virtual GameWinDrawFunc getVerticalSliderDrawFunc() override;
- virtual GameWinDrawFunc getProgressBarImageDrawFunc() override;
- virtual GameWinDrawFunc getProgressBarDrawFunc() override;
- virtual GameWinDrawFunc getStaticTextImageDrawFunc() override;
- virtual GameWinDrawFunc getStaticTextDrawFunc() override;
- virtual GameWinDrawFunc getTextEntryImageDrawFunc() override;
- virtual GameWinDrawFunc getTextEntryDrawFunc() override;
-
-protected:
-
-};
-
-// INLINE //////////////////////////////////////////////////////////////////////////////////////////
-inline GameWindow *W3DGameWindowManager::allocateNewWindow() { return newInstance(W3DGameWindow); }
-inline GameWinDrawFunc W3DGameWindowManager::getDefaultDraw() { return W3DGameWinDefaultDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getPushButtonImageDrawFunc() { return W3DGadgetPushButtonImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getPushButtonDrawFunc() { return W3DGadgetPushButtonDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getCheckBoxImageDrawFunc() { return W3DGadgetCheckBoxImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getCheckBoxDrawFunc() { return W3DGadgetCheckBoxDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getRadioButtonImageDrawFunc() { return W3DGadgetRadioButtonImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getRadioButtonDrawFunc() { return W3DGadgetRadioButtonDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getTabControlImageDrawFunc() { return W3DGadgetTabControlImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getTabControlDrawFunc() { return W3DGadgetTabControlDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getListBoxImageDrawFunc() { return W3DGadgetListBoxImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getListBoxDrawFunc() { return W3DGadgetListBoxDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getComboBoxImageDrawFunc() { return W3DGadgetComboBoxImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getComboBoxDrawFunc() { return W3DGadgetComboBoxDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getHorizontalSliderImageDrawFunc() { return W3DGadgetHorizontalSliderImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getHorizontalSliderDrawFunc() { return W3DGadgetHorizontalSliderDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getVerticalSliderImageDrawFunc() { return W3DGadgetVerticalSliderImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getVerticalSliderDrawFunc() { return W3DGadgetVerticalSliderDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getProgressBarImageDrawFunc() { return W3DGadgetProgressBarImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getProgressBarDrawFunc() { return W3DGadgetProgressBarDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getStaticTextImageDrawFunc() { return W3DGadgetStaticTextImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getStaticTextDrawFunc() { return W3DGadgetStaticTextDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getTextEntryImageDrawFunc() { return W3DGadgetTextEntryImageDraw; }
-inline GameWinDrawFunc W3DGameWindowManager::getTextEntryDrawFunc() { return W3DGadgetTextEntryDraw; }
diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
deleted file mode 100644
index 5e194c35a32..00000000000
--- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
+++ /dev/null
@@ -1,128 +0,0 @@
-/*
-** 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 .
-*/
-
-////////////////////////////////////////////////////////////////////////////////
-// //
-// (c) 2001-2003 Electronic Arts Inc. //
-// //
-////////////////////////////////////////////////////////////////////////////////
-
-// FILE: W3DMOTD.cpp //////////////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-//
-// Westwood Studios Pacific.
-//
-// Confidential Information
-// Copyright (C) 2001 - All Rights Reserved
-//
-//-----------------------------------------------------------------------------
-//
-// Project: RTS3
-//
-// File name: W3DMOTD.cpp
-//
-// Created: Colin Day, August 2001
-//
-// Desc: Message of the day
-//
-//-----------------------------------------------------------------------------
-///////////////////////////////////////////////////////////////////////////////
-
-// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
-#include
-
-// USER INCLUDES //////////////////////////////////////////////////////////////
-#include "Common/NameKeyGenerator.h"
-#include "GameClient/GameWindow.h"
-#include "GameClient/GameWindowManager.h"
-#include "GameClient/DisplayStringManager.h"
-#include "GameClient/GadgetSlider.h"
-
-///////////////////////////////////////////////////////////////////////////////
-// DEFINES ////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-
-// PRIVATE TYPES //////////////////////////////////////////////////////////////
-
-// PRIVATE DATA ///////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////
-// PUBLIC DATA ////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-static NameKeyType closeButtonID = NAMEKEY_INVALID;
-
-// PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////
-// PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////
-// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-
-// MOTDSystem =================================================================
-/** Message of the day */
-//=============================================================================
-WindowMsgHandledType MOTDSystem( GameWindow *window, UnsignedInt msg,
- WindowMsgData mData1, WindowMsgData mData2 )
-{
- switch( msg )
- {
-
- // ------------------------------------------------------------------------
- case GWM_CREATE:
- {
-
- // load id's needed
- closeButtonID = TheNameKeyGenerator->nameToKey( "MOTD.wnd:CloseMOTD" );
-
- break;
-
- }
-
- // ------------------------------------------------------------------------
- case GWM_DESTROY:
- {
-
- break;
-
- }
-
- // ------------------------------------------------------------------------
- case GBM_SELECTED:
- {
- GameWindow *control = (GameWindow *)mData1;
- Int controlID = control->winGetWindowId();
-
- if( controlID == closeButtonID )
- window->winHide( !window->winIsHidden() );
-
- break;
-
- }
-
- default:
- return MSG_IGNORED;
- }
-
- return MSG_HANDLED;
-
-}
-
-
diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
deleted file mode 100644
index d8119539ddb..00000000000
--- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
+++ /dev/null
@@ -1,1002 +0,0 @@
-/*
-** 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 .
-*/
-
-////////////////////////////////////////////////////////////////////////////////
-// //
-// (c) 2001-2003 Electronic Arts Inc. //
-// //
-////////////////////////////////////////////////////////////////////////////////
-
-// FILE: W3DMainMenu.cpp /////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-//
-// Electronic Arts Pacific.
-//
-// Confidential Information
-// Copyright (C) 2002 - All Rights Reserved
-//
-//-----------------------------------------------------------------------------
-//
-// created: Apr 2002
-//
-// Filename: W3DMainMenu.cpp
-//
-// author: Chris Huybregts
-//
-// purpose: The Draw Routine for the main menu
-//
-//-----------------------------------------------------------------------------
-///////////////////////////////////////////////////////////////////////////////
-
-//-----------------------------------------------------------------------------
-// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-#define WIN32_LEAN_AND_MEAN
-#include
-#include
-#include
-//-----------------------------------------------------------------------------
-// USER INCLUDES //////////////////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-#include "GameClient/GameWindow.h"
-#include "Lib/BaseType.h"
-#include "W3DDevice/GameClient/W3DGameWindow.h"
-#include "GameClient/Display.h"
-#include "GameLogic/GameLogic.h"
-#include "GameClient/Shell.h"
-#include "GameClient/ShellMenuScheme.h"
-#include "GameClient/Credits.h"
-
-#include "GameClient/Gadget.h"
-#include "GameClient/GameWindowGlobal.h"
-#include "GameClient/GameWindowManager.h"
-#include "GameClient/GadgetPushButton.h"
-#include "W3DDevice/GameClient/W3DDisplay.h"
-#include "W3DDevice/GameClient/W3DGadget.h"
-
-#include "GameClient/GUICallbacks.h"
-
-//-----------------------------------------------------------------------------
-// DEFINES ////////////////////////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-
-void drawText( GameWindow *window, WinInstanceData *instData );
-static Color BrownishColor = GameMakeColor(167,134,94,255);
-static IRegion2D clipRegion;
-//-----------------------------------------------------------------------------
-// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-
-//-----------------------------------------------------------------------------
-// PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-
-static void advancePosition(GameWindow *window, const Image *image, UnsignedInt posX, UnsignedInt posY, UnsignedInt sizeX, UnsignedInt sizeY)
-{
- if(!image)
- return;
-
- static Bool goingForward = TRUE;
-
- ICoord2D pos, size;
- if(!window)
- {
- pos.x = posX;
- pos.y = posY;
- size.x = sizeX;
- size.y = sizeY;
- }
- else
- {
- window->winGetScreenPosition(&pos.x, &pos.y);
- window->winGetSize(&size.x,&size.y);
- }
- static Int Width = size.x + image->getImageWidth();
-
- static Int x = -DEFAULT_DISPLAY_WIDTH;
- static Int y = pos.y - (image->getImageHeight()/2);
-
- static UnsignedInt m_startTime = timeGetTime();
- Int time = timeGetTime() - m_startTime;
- Real percentDone = INT_TO_REAL(time) / 10000;
-
- if(goingForward)
- {
- if(percentDone >= 1)
- {
- y = pos.y + size.y - (image->getImageHeight()/2);
- m_startTime = timeGetTime();
- goingForward = FALSE;
- }
- else
- {
- y = pos.y - (image->getImageHeight()/2);
- x = (percentDone * Width) - image->getImageWidth();
- }
- }
- else
- {
- if(percentDone >= 1)
- {
- y = pos.y - (image->getImageHeight()/2);
- m_startTime = timeGetTime();
- goingForward = TRUE;
- }
- else
- {
- y = pos.y + size.y - (image->getImageHeight()/2);
- x = size.x - (percentDone * Width);
- }
- }
- TheDisplay->drawImage(image,x, y, x + image->getImageWidth(), y + image->getImageHeight());
-
-}
-
-void W3DShellMenuSchemeDraw( GameWindow *window, WinInstanceData *instData )
-{
- if(TheShell && TheShell->isShellActive())
- TheShell->getShellMenuSchemeManager()->draw();
-}
-
-void W3DMainMenuDraw( GameWindow *window, WinInstanceData *instData )
-{
- //W3DGameWinDefaultDraw( window, instData );
-
- //R:83 G:78 B:52
-
- static UnsignedInt color = BrownishColor;
- static UnsignedInt colorDrop = GameMakeColor(38,30,21,255);
- ICoord2D pos, size;
- Int height = TheDisplay->getHeight();
-
- window->winGetScreenPosition(&pos.x, &pos.y);
- window->winGetSize(&size.x,&size.y);
-
-
-
- IRegion2D topHorizontal1 ={pos.x, pos.y, pos.x + size.x, pos.y };
- IRegion2D topHorizontal1drop ={pos.x, pos.y+1, pos.x + size.x, pos.y+1 };
-
- IRegion2D topHorizontal2 ={pos.x, pos.y + Int(size.y * .1) , pos.x + size.x, pos.y + Int(size.y * .1) };
- IRegion2D topHorizontal2drop ={pos.x, pos.y + Int(size.y * .12) , pos.x + size.x, pos.y + Int(size.y * .12) };
-
- IRegion2D bottomHorizontal1={pos.x, pos.y + Int(size.y * .9), pos.x + size.x, pos.y + Int(size.y * .9) };
- IRegion2D bottomHorizontal1drop={pos.x, pos.y + Int(size.y * .92), pos.x + size.x, pos.y + Int(size.y * .92) };
-
- IRegion2D bottomHorizontal2= {pos.x, pos.y + size.y, pos.x + size.x, pos.y + size.y };
- IRegion2D bottomHorizontal2drop= {pos.x, pos.y + size.y + 1, pos.x + size.x, pos.y + size.y + 1 };
-
- IRegion2D vertical1 ={pos.x + Int(size.x * .225), pos.y , pos.x + Int(size.x * .225), height };
- IRegion2D vertical2 ={pos.x + Int(size.x * .445), pos.y, pos.x + Int(size.x * .445), height };
- IRegion2D vertical3 ={pos.x + Int(size.x * .6662), pos.y, pos.x + Int(size.x * .6662), height };
- IRegion2D vertical4 ={pos.x + Int(size.x * .885), pos.y , pos.x + Int(size.x * .885), height };
-// static IRegion2D verticle5 ={pos.x + (size.x * .7250), pos.y + (size.y * .12), pos.x + (size.x * .7250), pos.y + (size.y * .86) };
-// static IRegion2D verticle6 ={pos.x + (size.x * .9062), pos.y + (size.y * .12), pos.x + (size.x * .9062), pos.y + (size.y * .86) };
-
-
- TheDisplay->drawLine(topHorizontal1.lo.x,topHorizontal1.lo.y,topHorizontal1.hi.x,topHorizontal1.hi.y,2,color);
- TheDisplay->drawLine(topHorizontal1drop.lo.x,topHorizontal1drop.lo.y,topHorizontal1drop.hi.x,topHorizontal1drop.hi.y,2,colorDrop);
- TheDisplay->drawLine(topHorizontal2.lo.x,topHorizontal2.lo.y,topHorizontal2.hi.x,topHorizontal2.hi.y,1,color);
- TheDisplay->drawLine(topHorizontal2drop.lo.x,topHorizontal2drop.lo.y,topHorizontal2drop.hi.x,topHorizontal2drop.hi.y,1,colorDrop);
- TheDisplay->drawLine(bottomHorizontal1.lo.x,bottomHorizontal1.lo.y,bottomHorizontal1.hi.x,bottomHorizontal1.hi.y,1,color);
- TheDisplay->drawLine(bottomHorizontal1drop.lo.x,bottomHorizontal1drop.lo.y,bottomHorizontal1drop.hi.x,bottomHorizontal1drop.hi.y,1,colorDrop);
- TheDisplay->drawLine(bottomHorizontal2.lo.x,bottomHorizontal2.lo.y,bottomHorizontal2.hi.x,bottomHorizontal2.hi.y,2,color);
- TheDisplay->drawLine(bottomHorizontal2drop.lo.x,bottomHorizontal2drop.lo.y,bottomHorizontal2drop.hi.x,bottomHorizontal2drop.hi.y,2,colorDrop);
-
-
-
- TheDisplay->drawLine(vertical1.lo.x,vertical1.lo.y,vertical1.hi.x,vertical1.hi.y,3,color);
- TheDisplay->drawLine(vertical2.lo.x,vertical2.lo.y,vertical2.hi.x,vertical2.hi.y,3,color);
- TheDisplay->drawLine(vertical3.lo.x,vertical3.lo.y,vertical3.hi.x,vertical3.hi.y,3,color);
- TheDisplay->drawLine(vertical4.lo.x,vertical4.lo.y,vertical4.hi.x,vertical4.hi.y,3,color);
-// TheDisplay->drawLine(verticle5.lo.x,verticle5.lo.y,verticle5.hi.x,verticle5.hi.y,3,color);
-// TheDisplay->drawLine(verticle6.lo.x,verticle6.lo.y,verticle6.hi.x,verticle6.hi.y,3,color);
-// TheDisplay->drawLine(m_rightLineFromButton.lo.x,m_rightLineFromButton.lo.y,m_rightLineFromButton.hi.x,m_rightLineFromButton.hi.y,3,color1,color2);
-
-
-
-
- advancePosition(nullptr, TheMappedImageCollection->findImageByName("MainMenuPulse"),pos.x,pos.y,size.x, size.y);
-
- //TheDisplay->drawLine();
-
-}
-
-void W3DMainMenuFourDraw( GameWindow *window, WinInstanceData *instData )
-{
- //W3DGameWinDefaultDraw( window, instData );
-
- //R:83 G:78 B:52
-
- static UnsignedInt color = BrownishColor;
- static UnsignedInt colorDrop = GameMakeColor(38,30,21,255);
- ICoord2D pos, size;
- Int height = TheDisplay->getHeight();
-
- window->winGetScreenPosition(&pos.x, &pos.y);
- window->winGetSize(&size.x,&size.y);
-
-
-
- IRegion2D topHorizontal1 ={pos.x, pos.y, pos.x + size.x, pos.y };
- IRegion2D topHorizontal1drop ={pos.x, pos.y+1, pos.x + size.x, pos.y+1 };
-
- IRegion2D topHorizontal2 ={pos.x, pos.y + Int(size.y * .1) , pos.x + size.x, pos.y + Int(size.y * .1) };
- IRegion2D topHorizontal2drop ={pos.x, pos.y + Int(size.y * .12) , pos.x + size.x, pos.y + Int(size.y * .12) };
-
- IRegion2D bottomHorizontal1={pos.x, pos.y + Int(size.y * .9), pos.x + size.x, pos.y + Int(size.y * .9) };
- IRegion2D bottomHorizontal1drop={pos.x, pos.y + Int(size.y * .92), pos.x + size.x, pos.y + Int(size.y * .92) };
-
- IRegion2D bottomHorizontal2= {pos.x, pos.y + size.y, pos.x + size.x, pos.y + size.y };
- IRegion2D bottomHorizontal2drop= {pos.x, pos.y + size.y + 1, pos.x + size.x, pos.y + size.y + 1 };
-
- IRegion2D vertical1 ={pos.x + Int(size.x * .295), pos.y , pos.x + Int(size.x * .295), height };
- IRegion2D vertical2 ={pos.x + Int(size.x * .59), pos.y, pos.x + Int(size.x * .59), height };
- //IRegion2D vertical3 ={pos.x + (size.x * .6662), pos.y, pos.x + (size.x * .6662), height };
- IRegion2D vertical4 ={pos.x + Int(size.x * .885), pos.y , pos.x + Int(size.x * .885), height };
-// static IRegion2D verticle5 ={pos.x + (size.x * .7250), pos.y + (size.y * .12), pos.x + (size.x * .7250), pos.y + (size.y * .86) };
-// static IRegion2D verticle6 ={pos.x + (size.x * .9062), pos.y + (size.y * .12), pos.x + (size.x * .9062), pos.y + (size.y * .86) };
-
-
- TheDisplay->drawLine(topHorizontal1.lo.x,topHorizontal1.lo.y,topHorizontal1.hi.x,topHorizontal1.hi.y,2,color);
- TheDisplay->drawLine(topHorizontal1drop.lo.x,topHorizontal1drop.lo.y,topHorizontal1drop.hi.x,topHorizontal1drop.hi.y,2,colorDrop);
- TheDisplay->drawLine(topHorizontal2.lo.x,topHorizontal2.lo.y,topHorizontal2.hi.x,topHorizontal2.hi.y,1,color);
- TheDisplay->drawLine(topHorizontal2drop.lo.x,topHorizontal2drop.lo.y,topHorizontal2drop.hi.x,topHorizontal2drop.hi.y,1,colorDrop);
- TheDisplay->drawLine(bottomHorizontal1.lo.x,bottomHorizontal1.lo.y,bottomHorizontal1.hi.x,bottomHorizontal1.hi.y,1,color);
- TheDisplay->drawLine(bottomHorizontal1drop.lo.x,bottomHorizontal1drop.lo.y,bottomHorizontal1drop.hi.x,bottomHorizontal1drop.hi.y,1,colorDrop);
- TheDisplay->drawLine(bottomHorizontal2.lo.x,bottomHorizontal2.lo.y,bottomHorizontal2.hi.x,bottomHorizontal2.hi.y,2,color);
- TheDisplay->drawLine(bottomHorizontal2drop.lo.x,bottomHorizontal2drop.lo.y,bottomHorizontal2drop.hi.x,bottomHorizontal2drop.hi.y,2,colorDrop);
-
-
-
- TheDisplay->drawLine(vertical1.lo.x,vertical1.lo.y,vertical1.hi.x,vertical1.hi.y,3,color);
- TheDisplay->drawLine(vertical2.lo.x,vertical2.lo.y,vertical2.hi.x,vertical2.hi.y,3,color);
- //TheDisplay->drawLine(vertical3.lo.x,vertical3.lo.y,vertical3.hi.x,vertical3.hi.y,3,color);
- TheDisplay->drawLine(vertical4.lo.x,vertical4.lo.y,vertical4.hi.x,vertical4.hi.y,3,color);
-// TheDisplay->drawLine(verticle5.lo.x,verticle5.lo.y,verticle5.hi.x,verticle5.hi.y,3,color);
-// TheDisplay->drawLine(verticle6.lo.x,verticle6.lo.y,verticle6.hi.x,verticle6.hi.y,3,color);
-// TheDisplay->drawLine(m_rightLineFromButton.lo.x,m_rightLineFromButton.lo.y,m_rightLineFromButton.hi.x,m_rightLineFromButton.hi.y,3,color1,color2);
-
-
-
-
- advancePosition(nullptr, TheMappedImageCollection->findImageByName("MainMenuPulse"),pos.x,pos.y,size.x, size.y);
-
- //TheDisplay->drawLine();
-
-}
-
-
-void W3DMetalBarMenuDraw( GameWindow *window, WinInstanceData *instData )
-{
- //ICoord2D original, size;
-// TheDisplay->setClipRegion(&clipRegion);
- window->winDrawBorder();
- //window->winGetScreenPosition(&original.x, &original.y);
- //window->winGetSize(&size.x, &size.y);
- //blitBorderRect( original.x, original.y, size.x, size.y );
- //W3DGameWinDefaultDraw( window, instData );
-// TheDisplay->enableClipping(FALSE);
-}
-
-
- //W3DGameWinDefaultDraw( window, instData );
-//
-// //R:83 G:78 B:52
-//
-//
-//// UnsignedInt color = GameMakeColor(113,108,82,212);
-// ICoord2D pos, size;
-//
-// window->winGetScreenPosition(&pos.x, &pos.y);
-// window->winGetSize(&size.x,&size.y);
-//
-// const Image *image = TheMappedImageCollection->findImageByName("LogoGlow");
-//
-// if(!image)
-// return;
-//
-// Int Width = size.x + image->getImageWidth();
-//
-// static Int x = pos.x - image->getImageWidth();
-// static Int y = pos.y - (image->getImageHeight()/2);
-//
-// static UnsignedInt m_startTime = timeGetTime();
-// Int time = timeGetTime() - m_startTime;
-// Real percentDone = INT_TO_REAL(time) / 15624;
-//
-// if(percentDone >= 1)
-// {
-//// y = pos.y + size.y - (image->getImageHeight()/2) - 2;
-// m_startTime = timeGetTime();
-// }
-// else
-// {
-// x = (percentDone * Width) - image->getImageWidth();
-// }
-//
-// IRegion2D clip;
-// clip.lo.x = pos.x;
-// clip.lo.y = pos.y - image->getImageHeight();
-// clip.hi.x = pos.x + size.x;
-// clip.hi.y = pos.y + size.y;
-// TheDisplay->setClipRegion(&clip);
-// Int alpha;
-// if(percentDone > .5)
-// alpha = ((1-percentDone) * 2) * 255;
-// else
-// alpha = ( percentDone * 2) * 255;
-//
-// TheDisplay->drawImage(image,x, y , x + image->getImageWidth(), y + image->getImageHeight(), GameMakeColor(255,255,255,alpha));
-// //TheDisplay->drawImage(image,x, y , x + image->getImageWidth(), y + image->getImageHeight(), GameMakeColor(255,200,250,alpha));
-// TheDisplay->enableClipping(FALSE );
-// //TheDisplay->drawLine();
-//
-
-
-void W3DClockDraw( GameWindow *window, WinInstanceData *instData )
-{
- W3DGameWinDefaultDraw( window, instData );
- ICoord2D pos, size;
-
- window->winGetScreenPosition(&pos.x, &pos.y);
- window->winGetSize(&size.x,&size.y);
-
- char datestr[256] = "";
- time_t longTime;
- struct tm *curtime;
- time(&longTime);
- curtime = localtime(&longTime);
- strftime(datestr, 256, "%H:%M:%S", curtime);
- UnicodeString temp;
- temp.translate(datestr);
- instData->setText(temp);
-
- DisplayString *dString;
- dString = instData->getTextDisplayString();
-
-
- dString->setFont(TheFontLibrary->getFont("Arial",16,0));
-
- Int textWidth, textHeight;
- ICoord2D textPos;
- IRegion2D clockClipRegion;
- // sanity
-
- // how much space will this text take up
- dString->getSize( &textWidth, &textHeight );
-
- //Init the clip region
- clockClipRegion.lo.x = pos.x + 1;
- clockClipRegion.lo.y = pos.y + 1;
- clockClipRegion.hi.x = pos.x + size.x - 1;
- clockClipRegion.hi.y = pos.y + size.y - 1;
-
- textPos.x = pos.x + (size.x / 2) - (textWidth / 2);
- textPos.y = pos.y + (size.y / 2) - (textHeight / 2);
- dString->setClipRegion(&clockClipRegion);
- dString->draw( textPos.x, textPos.y, GameMakeColor(255,255,255,255), GameMakeColor(0,0,0,255) );
-
-
-
-}
-
-void W3DMainMenuMapBorder( GameWindow *window, WinInstanceData *instData )
-{
- enum
- {
- BORDER_CORNER_SIZE = 10,
- BORDER_LINE_SIZE = 20,
- };
- //( Int x, Int y, Int width, Int height )
-
-// save original x, y
- Int x, y, width, height;
- window->winGetScreenPosition(&x, &y);
- window->winGetSize(&width,&height);
-
-// TheDisplay->setClipRegion(&clipRegion);
- Int originalX = x;
- Int originalY = y;
- Int maxX = x + width;
- Int maxY = y + height;
- Int x2, y2; // used for simultaneous drawing of line pairs
- Int size = 20;
- Int halfSize = size / 2;
-
- const Image *image = nullptr;
-
- // Draw Horizontal Lines
- // All border pieces are based on a 10 pixel offset from the centerline
- y = originalY - 10;
- y2 = maxY - 10;
- x2 = maxX - (10 + BORDER_LINE_SIZE);
-
- image = TheMappedImageCollection->findImageByName("FrameCornerHorizontal");
- if(image)
- {
-
- for( x=(originalX + 10); x <= x2; x += BORDER_LINE_SIZE )
- {
-
- TheDisplay->drawImage( image,
- x, y, x + size, y + size );
- TheDisplay->drawImage( image,
- x, y2, x + size, y2 + size );
-
- }
-
-
- x2 = maxX - BORDER_CORNER_SIZE;
-
- // x == place to draw remainder if any
- if( (x2 - x) >= (BORDER_LINE_SIZE / 2) )
- {
-
- //Blit Half piece
- TheDisplay->drawImage( image,
- x, y, x + halfSize, y + size );
- TheDisplay->drawImage( image,
- x, y2, x + halfSize, y2 + size );
-
- x += (BORDER_LINE_SIZE / 2);
-
- }
-
-
- // x2 - x ... must now be less than a half piece
- // check for equals and if not blit an adjusted half piece border pieces have
- // a two pixel repeat so we will blit one pixel over if necessary to line up
- // the art, but we'll cover-up the overlap with the corners
- if( x < x2 )
- {
- x -= ((BORDER_LINE_SIZE / 2) - (((x2 - x) + 1) & ~1));
-
- //Blit Half piece
- TheDisplay->drawImage( image,
- x, y, x + halfSize, y + size );
- TheDisplay->drawImage( image,
- x, y2, x + halfSize, y2 + size );
-
- }
- }
- image = TheMappedImageCollection->findImageByName("FrameCornerVertical");
-
- if( image )
- {
-
- // Draw Vertical Lines
- // All border pieces are based on a 10 pixel offset from the centerline
- x = originalX - 10;
- x2 = maxX - 10;
- y2 = maxY - (10 + BORDER_LINE_SIZE);
-
- for( y=(originalY + 10); y <= y2; y += BORDER_LINE_SIZE )
- {
-
- TheDisplay->drawImage( image,
- x, y, x + size, y + size );
- TheDisplay->drawImage( image,
- x2, y, x2 + size, y + size );
-
- }
-
- y2 = maxY - BORDER_CORNER_SIZE;
-
- // y == place to draw remainder if any
- if( (y2 - y) >= (BORDER_LINE_SIZE / 2) )
- {
-
- //Blit Half piece
- TheDisplay->drawImage( image,
- x, y, x + size, y + halfSize );
- TheDisplay->drawImage( image,
- x2, y, x2 + size, y + halfSize );
-
- y += (BORDER_LINE_SIZE / 2);
- }
-
- // y2 - y ... must now be less than a half piece
- // check for equals and if not blit an adjusted half piece border pieces have
- // a two pixel repeat so we will blit one pixel over if necessary to line up
- // the art, but we'll cover-up the overlap with the corners
- if( y < y2 )
- {
- y -= ((BORDER_LINE_SIZE / 2) - (((y2 - y) + 1) & ~1));
-
- //Blit Half piece
- TheDisplay->drawImage( image,
- x, y, x + size, y + halfSize );
- TheDisplay->drawImage( image,
- x2, y, x2 + size, y + halfSize );
-
- }
- }
-
- // Draw Corners
- x = originalX - BORDER_CORNER_SIZE;
- y = originalY - BORDER_CORNER_SIZE;
- TheDisplay->drawImage( TheMappedImageCollection->findImageByName("FrameCornerUL"),
- x, y, x + size, y + size );
- x = maxX - BORDER_CORNER_SIZE;
- y = originalY - BORDER_CORNER_SIZE;
- TheDisplay->drawImage( TheMappedImageCollection->findImageByName("FrameCornerUR"),
- x, y, x + size, y + size );
- x = originalX - BORDER_CORNER_SIZE;
- y = maxY - BORDER_CORNER_SIZE;
- TheDisplay->drawImage( TheMappedImageCollection->findImageByName("FrameCornerLL"),
- x, y, x + size, y + size );
- x = maxX - BORDER_CORNER_SIZE;
- y = maxY - BORDER_CORNER_SIZE;
- TheDisplay->drawImage(TheMappedImageCollection->findImageByName("FrameCornerLR"),
- x, y, x + size, y + size );
-
- TheDisplay->enableClipping(FALSE);
-
-}
-
-
-//Specialized drawing function for the buttons with the weird drop shadow
-// W3DMainMenuButtonDropShadowDraw ===============================================
-/** Draw pushbutton with user supplied images */
-//=============================================================================
-void W3DMainMenuButtonDropShadowDraw( GameWindow *window,
- WinInstanceData *instData )
-{
- const Image *leftImage, *rightImage, *centerImage;
- ICoord2D origin, size, start, end;
- Int xOffset, yOffset;
- Int i;
-
- // get screen position and size
- window->winGetScreenPosition( &origin.x, &origin.y );
- window->winGetSize( &size.x, &size.y );
-
- // get image offset
- xOffset = instData->m_imageOffset.x;
- yOffset = instData->m_imageOffset.y;
-
-
- //
- // get pointer to image we want to draw depending on our state,
- // see GadgetPushButton.h for info
- //
- if( BitIsSet( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
- {
-
- if( BitIsSet( instData->getState(), WIN_STATE_SELECTED ) )
- {
- leftImage = GadgetButtonGetLeftDisabledSelectedImage( window );
- rightImage = GadgetButtonGetRightDisabledSelectedImage( window );
- centerImage = GadgetButtonGetMiddleDisabledSelectedImage( window );
- }
- else
- {
-
- leftImage = GadgetButtonGetLeftDisabledImage( window );
- rightImage = GadgetButtonGetRightDisabledImage( window );
- centerImage = GadgetButtonGetMiddleDisabledImage( window );
-
- }
-
- }
- else if( BitIsSet( instData->getState(), WIN_STATE_HILITED ) )
- {
-
- if( BitIsSet( instData->getState(), WIN_STATE_SELECTED ) )
- {
- leftImage = GadgetButtonGetLeftHiliteSelectedImage( window );
- rightImage = GadgetButtonGetRightHiliteSelectedImage( window );
- centerImage = GadgetButtonGetMiddleHiliteSelectedImage( window );
- }
- else
- {
-
- leftImage = GadgetButtonGetLeftHiliteImage( window );
- rightImage = GadgetButtonGetRightHiliteImage( window );
- centerImage = GadgetButtonGetMiddleHiliteImage( window );
-
- }
-
- }
- else
- {
-
- if( BitIsSet( instData->getState(), WIN_STATE_SELECTED ) )
- {
- leftImage = GadgetButtonGetLeftEnabledSelectedImage( window );
- rightImage = GadgetButtonGetRightEnabledSelectedImage( window );
- centerImage = GadgetButtonGetMiddleEnabledSelectedImage( window );
- }
- else
- {
-
- leftImage = GadgetButtonGetLeftEnabledImage( window );
- rightImage = GadgetButtonGetRightEnabledImage( window );
- centerImage = GadgetButtonGetMiddleEnabledImage( window );
-
- }
-
- }
-
- // sanity, we need to have these images to make it look right
- if( leftImage == nullptr || rightImage == nullptr ||
- centerImage == nullptr )
- return;
-
- // get image sizes for the ends
- ICoord2D leftSize, rightSize;
- leftSize.x = leftImage->getImageWidth();
- leftSize.y = leftImage->getImageHeight();
- rightSize.x = rightImage->getImageWidth();
- rightSize.y = rightImage->getImageHeight();
-
- // get two key points used in the end drawing
- ICoord2D leftEnd, rightStart;
- leftEnd.x = origin.x + leftSize.x + xOffset;
- leftEnd.y = origin.y + size.y + yOffset;
- rightStart.x = origin.x + size.x - rightSize.x + xOffset;
- rightStart.y = origin.y + yOffset;
-
- // draw the center repeating bar
- Int centerWidth, pieces;
-
- // get width we have to draw our repeating center in
- centerWidth = rightStart.x - leftEnd.x;
-
- if( centerWidth <= 0)
- {
-// TheDisplay->setClipRegion(&clipRegion);
- // draw left end
- start.x = origin.x + xOffset;
- start.y = origin.y + yOffset;
- end.y = leftEnd.y;
- end.x = origin.x + xOffset + size.x/2;
- TheWindowManager->winDrawImage(leftImage, start.x, start.y, end.x, end.y);
-
- // draw right end
- start.y = rightStart.y;
- start.x = end.x;
- end.x = origin.x + size.x;
- end.y = start.y + size.y;
- TheWindowManager->winDrawImage(rightImage, start.x, start.y, end.x, end.y);
- }
- else
- {
-
- // how many whole repeating pieces will fit in that width
- pieces = centerWidth / centerImage->getImageWidth();
-
- // draw the pieces
- start.x = leftEnd.x;
- start.y = origin.y + yOffset;
- end.y = start.y + size.y + yOffset; //centerImage->getImageHeight() + yOffset;
-// TheDisplay->setClipRegion(&clipRegion);
- for( i = 0; i < pieces; i++ )
- {
-
- end.x = start.x + centerImage->getImageWidth();
- TheWindowManager->winDrawImage( centerImage,
- start.x, start.y,
- end.x, end.y );
- start.x += centerImage->getImageWidth();
-
- }
-
- // we will draw the image but clip the parts we don't want to show
- IRegion2D reg;
- reg.lo.x = start.x;
- reg.lo.y = clipRegion.lo.y;
- reg.hi.x = rightStart.x;
- reg.hi.y = clipRegion.hi.y;
- centerWidth = rightStart.x - start.x;
- if( centerWidth > 0)
- {
- TheDisplay->setClipRegion(®);
- end.x = start.x + centerImage->getImageWidth();
- TheWindowManager->winDrawImage( centerImage,
- start.x, start.y,
- end.x, end.y );
- TheDisplay->enableClipping(FALSE);
- }
-
-// TheDisplay->setClipRegion(&clipRegion);
- // draw left end
- start.x = origin.x + xOffset;
- start.y = origin.y + yOffset;
- end = leftEnd;
- TheWindowManager->winDrawImage(leftImage, start.x, start.y, end.x, end.y);
-
- // draw right end
- start = rightStart;
- end.x = start.x + rightSize.x;
- end.y = start.y + size.y;
- TheWindowManager->winDrawImage(rightImage, start.x, start.y, end.x, end.y);
- }
-
- // draw the button text
- if( instData->getTextLength() )
- drawText( window, instData );
-
- // get window position
- window->winGetScreenPosition( &start.x, &start.y );
- window->winGetSize( &size.x, &size.y );
-
-
- // if we have a video buffer, draw the video buffer
- if ( instData->m_videoBuffer )
- {
- TheDisplay->drawVideoBuffer( instData->m_videoBuffer, start.x, start.y, start.x + size.x, start.y + size.y );
- }
- PushButtonData *pData = (PushButtonData *)window->winGetUserData();
- if( pData )
- {
- if( pData->overlayImage )
- {
- TheDisplay->drawImage( pData->overlayImage, start.x, start.y, start.x + size.x, start.y + size.y );
- }
-
- if( pData->drawClock )
- {
- if( pData->drawClock == NORMAL_CLOCK )
- {
- TheDisplay->drawRectClock(start.x, start.y, size.x, size.y, pData->percentClock,pData->colorClock);
- }
- else if( pData->drawClock == INVERSE_CLOCK )
- {
- TheDisplay->drawRemainingRectClock( start.x, start.y, size.x, size.y, pData->percentClock,pData->colorClock );
- }
- pData->drawClock = NO_CLOCK;
- window->winSetUserData(pData);
- }
-
- if( pData->drawBorder && pData->colorBorder != GAME_COLOR_UNDEFINED )
- {
- TheDisplay->drawOpenRect(start.x - 1, start.y - 1, size.x + 2, size.y + 2, 1, pData->colorBorder);
- }
- }
-
-// TheDisplay->enableClipping(FALSE);
-}
-
-
-// drawButtonText =============================================================
-/** Draw button text to the screen */
-//=============================================================================
-void drawText( GameWindow *window, WinInstanceData *instData )
-{
- ICoord2D origin, size, textPos;
- Int width, height;
- Color textColor, dropColor;
- DisplayString *text = instData->getTextDisplayString();
-
- // sanity
- if( text == nullptr || text->getTextLength() == 0 )
- return;
-
- // get window position and size
- window->winGetScreenPosition( &origin.x, &origin.y );
- window->winGetSize( &size.x, &size.y );
-
- // set whether or not we center the wrapped text
- text->setWordWrapCentered( BitIsSet( instData->getStatus(), WIN_STATUS_WRAP_CENTERED ));
- text->setWordWrap(size.x);
- // get the right text color
- if( BitIsSet( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
- {
- textColor = window->winGetDisabledTextColor();
- dropColor = window->winGetDisabledTextBorderColor();
- }
- else if( BitIsSet( instData->getState(), WIN_STATE_HILITED ) )
- {
- textColor = window->winGetHiliteTextColor();
- dropColor = window->winGetHiliteTextBorderColor();
- }
- else
- {
- textColor = window->winGetEnabledTextColor();
- dropColor = window->winGetEnabledTextBorderColor();
- }
-
- // set our font to that of our parent if not the same
- if( text->getFont() != window->winGetFont() )
- text->setFont( window->winGetFont() );
-
- // get text size
- text->getSize( &width, &height );
-
- // where to draw
- textPos.x = origin.x + (size.x / 2) - (width / 2);
- textPos.y = origin.y + (size.y / 2) - (height / 2);
-// text->setClipRegion(&clipRegion);
- // draw it
- text->draw( textPos.x, textPos.y, textColor, dropColor );
-
-}
-
-// W3DMainMenuRandomTextDraw ==================================================
-/** Specialized drawing function for the random text */
-//=============================================================================
-void W3DMainMenuRandomTextDraw( GameWindow *window, WinInstanceData *instData )
-{
- TextData *tData = (TextData *)window->winGetUserData();
- Color textColor, textOutlineColor;
- ICoord2D size, origin, textPos;
- Int textWidth, textHeight;
- IRegion2D textclipRegion;
- // get window position and size
- window->winGetScreenPosition( &origin.x, &origin.y );
- window->winGetSize( &size.x, &size.y );
- textColor = window->winGetDisabledTextColor();
- textOutlineColor = window->winGetDisabledTextBorderColor();
- // draw the text
-
- if( !(tData->text && (textColor != WIN_COLOR_UNDEFINED)) )
- return;
-
- DisplayString *text = tData->text;
- //Init the clip region
- textclipRegion.lo.x = origin.x + 1;
- textclipRegion.lo.y = origin.y + 1;
- textclipRegion.hi.x = origin.x + size.x - 1;
- textclipRegion.hi.y = origin.y + size.y - 1;
-
- // how much space will this text take up
- text->getSize( &textWidth, &textHeight );
-
- // draw the text
- textPos.x = origin.x;
- textPos.y = origin.y + (size.y / 2) - (textHeight / 2);
- text->setClipRegion(&textclipRegion);
- text->draw( textPos.x, textPos.y, textColor, textOutlineColor );
-
-}
-void W3DThinBorderDraw( GameWindow *window, WinInstanceData *instData )
-{
- ICoord2D start, size;
- const Image *image;
-
- //W3DGameWinDefaultDraw( window, instData );
-// TheDisplay->setClipRegion(&clipRegion);
- window->winGetScreenPosition( &start.x, &start.y );
- window->winGetSize( &size.x, &size.y );
- image = window->winGetEnabledImage( 0 );
-
- if( image )
- {
- ICoord2D begin, end;
-
- begin.x = start.x + instData->m_imageOffset.x;
- begin.y = start.y + instData->m_imageOffset.y;
- end.x = begin.x + size.x;
- end.y = begin.y + size.y;
- TheWindowManager->winDrawImage( image, begin.x, begin.y, end.x, end.y );
-
- }
- // get window position
-
-// TheDisplay->drawOpenRect(start.x - 1, start.y - 1, size.x + 2, size.y + 2, 1, BrownishColor);
- TheDisplay->enableClipping(FALSE);
-}
-
-void W3DMainMenuInit( WindowLayout *layout, void *userData )
-{
-/*
- GameWindow *parent = layout->getFirstWindow();
-// NameKeyType buttonWorldBuilderID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonWorldBuilder" );
-// GameWindow *buttonWorldBuilder = TheWindowManager->winGetWindowFromId( parent, buttonWorldBuilderID );
-// if (buttonWorldBuilder)
-// buttonWorldBuilder->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
-
- NameKeyType staticTextRandom1ID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:StaticTextRandom1" );
- NameKeyType staticTextRandom2ID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:StaticTextRandom2" );
- GameWindow *staticTextRandom1 = TheWindowManager->winGetWindowFromId( parent, staticTextRandom1ID);
- GameWindow *staticTextRandom2 = TheWindowManager->winGetWindowFromId( parent, staticTextRandom2ID);
- if (staticTextRandom1)
- staticTextRandom1->winSetDrawFunc(W3DMainMenuRandomTextDraw);
- if (staticTextRandom2)
- staticTextRandom2->winSetDrawFunc(W3DMainMenuRandomTextDraw);
-
-// //NameKeyType getUpdateID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonGetUpdate" );
- NameKeyType buttonUSAID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonUSA" );
- NameKeyType buttonGLAID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonGLA" );
- NameKeyType buttonChinaID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonChina" );
- NameKeyType skirmishID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonSkirmish" );
- NameKeyType onlineID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonOnline" );
- NameKeyType networkID = TheNameKeyGenerator->nameToKey( "MainMenu.wnd:ButtonNetwork" );
-
- GameWindow *button = TheWindowManager->winGetWindowFromId( parent, skirmishID );
- if (button)
- button->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- button = TheWindowManager->winGetWindowFromId( parent, onlineID );
- if (button)
- button->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- button = TheWindowManager->winGetWindowFromId( parent, networkID );
- if (button)
- button->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
-
-//GameWindow *getUpdate = TheWindowManager->winGetWindowFromId( parent, getUpdateID );
- // if (getUpdate)
- // getUpdate->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
-
- GameWindow *buttonUSA = TheWindowManager->winGetWindowFromId( parent, buttonUSAID );
- if (buttonUSA)
- buttonUSA->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- GameWindow *buttonGLA = TheWindowManager->winGetWindowFromId( parent, buttonGLAID );
- if (buttonGLA)
- buttonGLA->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- GameWindow *buttonChina = TheWindowManager->winGetWindowFromId( parent, buttonChinaID );
- if (buttonChina)
- buttonChina->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
-
- GameWindow *win = nullptr;
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonMultiBack"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonSingleBack"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonExit"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonOptions"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonMultiplayer"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonSinglePlayer"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonReplay"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonLoadGame"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonLoadReplay"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonLoadReplayBack"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
-
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonTRAINING"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
-
- win = TheWindowManager->winGetWindowFromId(parent, TheNameKeyGenerator->nameToKey("MainMenu.wnd:ButtonCredits"));
- if(win)
- win->winSetDrawFunc(W3DMainMenuButtonDropShadowDraw);
-
- GameWindow *clipRegionWin = TheWindowManager->winGetWindowFromId( parent, TheNameKeyGenerator->nameToKey( "MainMenu.wnd:MapBorder" ));
- Int x,y,width,height;
- clipRegionWin->winGetScreenPosition(&x, &y);
- clipRegionWin->winGetSize(&width, &height);
- clipRegion.lo.x = x - 10;
- clipRegion.lo.y = y ;
- clipRegion.hi.x = x + width + 10;
- clipRegion.hi.y = y + height + 10;
-*/
- MainMenuInit( layout, userData );
-}
-
-void W3DCreditsMenuDraw( GameWindow *window, WinInstanceData *instData )
-{
- TheCredits->draw();
-}
diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
deleted file mode 100644
index c90931db767..00000000000
--- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
+++ /dev/null
@@ -1,124 +0,0 @@
-/*
-** 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 .
-*/
-
-////////////////////////////////////////////////////////////////////////////////
-// //
-// (c) 2001-2003 Electronic Arts Inc. //
-// //
-////////////////////////////////////////////////////////////////////////////////
-
-// FILE: W3DGameFont.cpp //////////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-//
-// Westwood Studios Pacific.
-//
-// Confidential Information
-// Copyright (C) 2001 - All Rights Reserved
-//
-//-----------------------------------------------------------------------------
-//
-// Project: RTS3
-//
-// File name: W3DGameFont.cpp
-//
-// Created: Colin Day, June 2001
-//
-// Desc: W3D implementation for managing font definitions
-//
-//-----------------------------------------------------------------------------
-///////////////////////////////////////////////////////////////////////////////
-
-// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
-#include
-
-// USER INCLUDES //////////////////////////////////////////////////////////////
-#include "Common/Debug.h"
-#include "W3DDevice/GameClient/W3DGameFont.h"
-#include "WW3D2/ww3d.h"
-#include "WW3D2/assetmgr.h"
-#include "WW3D2/render2dsentence.h"
-#include "GameClient/GlobalLanguage.h"
-
-// DEFINES ////////////////////////////////////////////////////////////////////
-
-// PRIVATE TYPES //////////////////////////////////////////////////////////////
-
-// PRIVATE DATA ///////////////////////////////////////////////////////////////
-
-// PUBLIC DATA ////////////////////////////////////////////////////////////////
-
-// PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////
-// PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-
-// W3DFontLibrary::loadFontData ===============================================
-/** Load a font */
-//=============================================================================
-Bool W3DFontLibrary::loadFontData( GameFont *font )
-{
- // sanity
- if( font == nullptr )
- return FALSE;
-
- const char* name = font->nameString.str();
- const Int size = font->pointSize;
- const Bool bold = font->bold;
-
- // get the font data from the asset manager
- FontCharsClass *fontChar = WW3DAssetManager::Get_Instance()->Get_FontChars( name, size, bold );
-
- if( fontChar == nullptr )
- {
- DEBUG_CRASH(( "Unable to find font '%s' in Asset Manager", name ));
- return FALSE;
- }
-
- // assign font data
- font->fontData = fontChar;
- font->height = fontChar->Get_Char_Height();
-
- // load Unicode of same point size
- name = TheGlobalLanguageData ? TheGlobalLanguageData->m_unicodeFontName.str() : "Arial Unicode MS";
- fontChar->AlternateUnicodeFont = WW3DAssetManager::Get_Instance()->Get_FontChars( name, size, bold );
-
- return TRUE;
-}
-
-// W3DFontLibrary::releaseFontData ============================================
-/** Release font data */
-//=============================================================================
-void W3DFontLibrary::releaseFontData( GameFont *font )
-{
-
- // presently we don't need to do anything because fonts are handled in
- // the W3D asset manager which is all taken for of us
- if (font && font->fontData)
- {
- if(((FontCharsClass *)(font->fontData))->AlternateUnicodeFont)
- ((FontCharsClass *)(font->fontData))->AlternateUnicodeFont->Release_Ref();
- ((FontCharsClass *)(font->fontData))->Release_Ref();
-
- font->fontData = nullptr;
- }
-
-}
-
-// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
-
diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
deleted file mode 100644
index 1fea607f890..00000000000
--- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
+++ /dev/null
@@ -1,666 +0,0 @@
-/*
-** 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 .
-*/
-
-////////////////////////////////////////////////////////////////////////////////
-// //
-// (c) 2001-2003 Electronic Arts Inc. //
-// //
-////////////////////////////////////////////////////////////////////////////////
-
-// FILE: W3DGameWindow.cpp ////////////////////////////////////////////////////
-//-----------------------------------------------------------------------------
-//
-// Westwood Studios Pacific.
-//
-// Confidential Information
-// Copyright (C) 2001 - All Rights Reserved
-//
-//-----------------------------------------------------------------------------
-//
-// Project: RTS3
-//
-// File name: W3DGameWindow.cpp
-//
-// Created: Colin Day, June 2001
-//
-// Desc: W3D implementation of a game window
-//
-//-----------------------------------------------------------------------------
-///////////////////////////////////////////////////////////////////////////////
-
-// SYSTEM INCLUDES ////////////////////////////////////////////////////////////
-#include
-
-// USER INCLUDES //////////////////////////////////////////////////////////////
-#include "GameClient/Gadget.h"
-#include "GameClient/GameWindowGlobal.h"
-#include "W3DDevice/GameClient/W3DGameWindow.h"
-#include "W3DDevice/GameClient/W3DGameWindowManager.h"
-#include "W3DDevice/GameClient/W3DDisplay.h"
-
-// DEFINES ////////////////////////////////////////////////////////////////////
-enum
-{
- BORDER_CORNER_SIZE = 15,
- BORDER_LINE_SIZE = 20,
-};
-
-// PRIVATE TYPES //////////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////
-// PRIVATE DATA ///////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-static Bool bordersInit = FALSE;
-static const Image *borderPieces[NUM_BORDER_PIECES] = { nullptr };
-
-// PUBLIC DATA ////////////////////////////////////////////////////////////////
-
-// PRIVATE PROTOTYPES /////////////////////////////////////////////////////////
-
-///////////////////////////////////////////////////////////////////////////////
-// PRIVATE FUNCTIONS //////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-
-// initBorders ================================================================
-//=============================================================================
-static void initBorders()
-{
-
- borderPieces[ BORDER_CORNER_UL ] =
- TheMappedImageCollection->findImageByName( "BorderCornerUL" );
-
- borderPieces[ BORDER_CORNER_UR ] =
- TheMappedImageCollection->findImageByName( "BorderCornerUR" );
-
- borderPieces[ BORDER_CORNER_LL ] =
- TheMappedImageCollection->findImageByName( "BorderCornerLL" );
-
- borderPieces[ BORDER_CORNER_LR ] =
- TheMappedImageCollection->findImageByName( "BorderCornerLR" );
-
- borderPieces[ BORDER_VERTICAL_LEFT ] =
- TheMappedImageCollection->findImageByName( "BorderLeft" );
-
- borderPieces[ BORDER_VERTICAL_LEFT_SHORT ] =
- TheMappedImageCollection->findImageByName( "BorderLeftShort" );
-
- borderPieces[ BORDER_HORIZONTAL_TOP ] =
- TheMappedImageCollection->findImageByName( "BorderTop" );
-
- borderPieces[ BORDER_HORIZONTAL_TOP_SHORT ] =
- TheMappedImageCollection->findImageByName( "BorderTopShort" );
-
- borderPieces[ BORDER_VERTICAL_RIGHT ] =
- TheMappedImageCollection->findImageByName( "BorderRight" );
-
- borderPieces[ BORDER_VERTICAL_RIGHT_SHORT ] =
- TheMappedImageCollection->findImageByName( "BorderRightShort" );
-
- borderPieces[ BORDER_HORIZONTAL_BOTTOM ] =
- TheMappedImageCollection->findImageByName( "BorderBottom" );
-
- borderPieces[ BORDER_HORIZONTAL_BOTTOM_SHORT ] =
- TheMappedImageCollection->findImageByName( "BorderBottomShort" );
-
- bordersInit = TRUE;
-
-}
-
-// W3DGameWindow::blitBorderRect ==============================================
-//=============================================================================
-void W3DGameWindow::blitBorderRect( Int x, Int y, Int width, Int height )
-{
- Int Offset = 15;
- Int OffsetLower = 5;
- // init image loc if needed
- if( bordersInit == FALSE )
- initBorders();
-
- // save original x, y
- Int originalX = x;
- Int originalY = y;
- Int maxX = x + width;
- Int maxY = y + height;
- Int x2, y2; // used for simultaneous drawing of line pairs
- Int size = 20;
- Int halfSize = size / 2;
-
- // Draw Horizontal Lines
- // All border pieces are based on a 10 pixel offset from the centerline
- y = originalY - Offset;
- y2 = maxY - OffsetLower;
- x2 = maxX - (OffsetLower + BORDER_LINE_SIZE);
-
- for( x=(originalX + OffsetLower); x <= x2; x += BORDER_LINE_SIZE )
- {
-
- TheDisplay->drawImage( borderPieces[ BORDER_HORIZONTAL_TOP ],
- x, y, x + size, y + size );
- TheDisplay->drawImage( borderPieces[ BORDER_HORIZONTAL_BOTTOM ],
- x, y2, x + size, y2 + size );
-
- }
-
- x2 = maxX - 5;//BORDER_CORNER_SIZE;
-
- // x == place to draw remainder if any
- if( (x2 - x) >= (BORDER_LINE_SIZE / 2) )
- {
-
- //Blit Half piece
- TheDisplay->drawImage( borderPieces[ BORDER_HORIZONTAL_TOP_SHORT ],
- x, y, x + halfSize, y + size );
- TheDisplay->drawImage( borderPieces[ BORDER_HORIZONTAL_BOTTOM_SHORT ],
- x, y2, x + halfSize, y2 + size );
-
- x += (BORDER_LINE_SIZE / 2);
-
- }
-
- // x2 - x ... must now be less than a half piece
- // check for equals and if not blit an adjusted half piece border pieces have
- // a two pixel repeat so we will blit one pixel over if necessary to line up
- // the art, but we'll cover-up the overlap with the corners
- if( x < x2 )
- {
- x -= ((BORDER_LINE_SIZE / 2) - (((x2 - x) + 1) & ~1));
-
- //Blit Half piece
- TheDisplay->drawImage( borderPieces[ BORDER_HORIZONTAL_TOP_SHORT ],
- x, y, x + halfSize, y + size );
- TheDisplay->drawImage( borderPieces[ BORDER_HORIZONTAL_BOTTOM_SHORT ],
- x, y2, x + halfSize, y2 + size );
-
- }
-
- // Draw Vertical Lines
- // All border pieces are based on a 10 pixel offset from the centerline
- x = originalX - Offset;
- x2 = maxX - OffsetLower;
- y2 = maxY - (OffsetLower + BORDER_LINE_SIZE);
-
- for( y=(originalY + OffsetLower); y <= y2; y += BORDER_LINE_SIZE )
- {
-
- TheDisplay->drawImage( borderPieces[ BORDER_VERTICAL_LEFT ],
- x, y, x + size, y + size );
- TheDisplay->drawImage( borderPieces[ BORDER_VERTICAL_RIGHT ],
- x2, y, x2 + size, y + size );
-
- }
-
- y2 = maxY - OffsetLower;//BORDER_CORNER_SIZE;
-
- // y == place to draw remainder if any
- if( (y2 - y) >= (BORDER_LINE_SIZE / 2) )
- {
-
- //Blit Half piece
- TheDisplay->drawImage( borderPieces[ BORDER_VERTICAL_LEFT_SHORT ],
- x, y, x + size, y + halfSize );
- TheDisplay->drawImage( borderPieces[ BORDER_VERTICAL_RIGHT_SHORT ],
- x2, y, x2 + size, y + halfSize );
-
- y += (BORDER_LINE_SIZE / 2);
- }
-
- // y2 - y ... must now be less than a half piece
- // check for equals and if not blit an adjusted half piece border pieces have
- // a two pixel repeat so we will blit one pixel over if necessary to line up
- // the art, but we'll cover-up the overlap with the corners
- if( y < y2 )
- {
- y -= ((BORDER_LINE_SIZE / 2) - (((y2 - y) + 1) & ~1));
-
- //Blit Half piece
- TheDisplay->drawImage( borderPieces[ BORDER_VERTICAL_LEFT_SHORT ],
- x, y, x + size, y + halfSize );
- TheDisplay->drawImage( borderPieces[ BORDER_VERTICAL_RIGHT_SHORT ],
- x2, y, x2 + size, y + halfSize );
-
- }
-
- // Draw Corners
- x = originalX - BORDER_CORNER_SIZE ;
- y = originalY - BORDER_CORNER_SIZE;
- TheDisplay->drawImage( borderPieces[ BORDER_CORNER_UL ],
- x, y, x + size, y + size );
- x = maxX - 5;//BORDER_CORNER_SIZE;
- y = originalY - BORDER_CORNER_SIZE;
- TheDisplay->drawImage( borderPieces[ BORDER_CORNER_UR ],
- x, y, x + size, y + size );
- x = originalX - BORDER_CORNER_SIZE;
- y = maxY - 5;//BORDER_CORNER_SIZE;
- TheDisplay->drawImage( borderPieces[ BORDER_CORNER_LL ],
- x, y, x + size, y + size );
- x = maxX - 5;//BORDER_CORNER_SIZE;
- y = maxY - 5;//BORDER_CORNER_SIZE;
- TheDisplay->drawImage( borderPieces[ BORDER_CORNER_LR ],
- x, y, x + size, y + size );
-
-}
-
-///////////////////////////////////////////////////////////////////////////////
-// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////
-
-// W3DGameWindow::W3DGameWindow ===============================================
-//=============================================================================
-W3DGameWindow::W3DGameWindow()
-{
-
- // override the default draw with our own default draw function for W3D
- winSetDrawFunc( TheWindowManager->getDefaultDraw() );
-
- m_textPos.x = m_textPos.y = 0;
- m_currTextColor = WIN_COLOR_UNDEFINED;
- m_needPolyDraw = FALSE;
- m_newTextPos = FALSE;
-
-}
-
-// W3DGameWindow::~W3DGameWindow ==============================================
-//=============================================================================
-W3DGameWindow::~W3DGameWindow()
-{
-
-}
-
-// W3DGameWinDefaultDraw ======================================================
-/** The default redraw callback. Draws the background using either
- * the drawData or the background color unless the background color
- * is set to -1 indicating that default drawing is turned off. */
-//=============================================================================
-void W3DGameWinDefaultDraw( GameWindow *window, WinInstanceData *instData )
-{
- Real borderWidth = 1.0f;
- ICoord2D origin;
- ICoord2D size;
- W3DGameWindow *w3dWindow = (W3DGameWindow *)window;
-
- /** @todo NOTE that we're making a W3DGameWindow cast here, it seems
- logical because we are in a W3D draw function so it's reasonable to assume
- that we have a W3DGameWindow. However, we may want to revisit this
- type of casting in the future, we have the same problems with the
- ObjectModules where we cast object modules for their individual methods.
- Also note that the other W3D implementations of GUI controls are making
- a similar cast for their device implementation functions */
-
- // get the window position in the screen coordinates
- w3dWindow->winGetScreenPosition( &origin.x, &origin.y );
-
- // get size of window
- w3dWindow->winGetSize( &size.x, &size.y );
-
- // image drawing vs color drawing
- if( BitIsSet( window->winGetStatus(), WIN_STATUS_IMAGE ) )
- {
- const Image *image;
-
- // get image
- if( BitIsSet( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
- image = window->winGetDisabledImage( 0 );
- else if( BitIsSet( instData->getState(), WIN_STATE_HILITED ) )
- image = window->winGetHiliteImage( 0 );
- else
- image = window->winGetEnabledImage( 0 );
-
- if( image )
- {
- ICoord2D start, end;
-
- start.x = origin.x + instData->m_imageOffset.x;
- start.y = origin.y + instData->m_imageOffset.y;
- end.x = start.x + size.x;
- end.y = start.y + size.y;
- TheWindowManager->winDrawImage( image, start.x, start.y, end.x, end.y );
-
- }
-
- }
- else
- {
- Color color, borderColor;
-
- // get colors
- if( BitIsSet( window->winGetStatus(), WIN_STATUS_ENABLED ) == FALSE )
- {
-
- color = window->winGetDisabledColor( 0 );
- borderColor = window->winGetDisabledBorderColor( 0 );
-
- }
- else if( BitIsSet( instData->getState(), WIN_STATE_HILITED ) )
- {
-
- color = window->winGetHiliteColor( 0 );
- borderColor = window->winGetHiliteBorderColor( 0 );
-
- }
- else
- {
-
- color = window->winGetEnabledColor( 0 );
- borderColor = window->winGetEnabledBorderColor( 0 );
-
- }
-
- //
- // draw the border at the edges
- //
- if( borderColor != WIN_COLOR_UNDEFINED )
- TheWindowManager->winOpenRect( borderColor, borderWidth,
- origin.x, origin.y,
- origin.x + size.x, origin.y + size.y );
-
- // draw filled background
- if( color != WIN_COLOR_UNDEFINED )
- TheWindowManager->winFillRect( color, borderWidth,
- origin.x + borderWidth,
- origin.y + borderWidth,
- origin.x + size.x - borderWidth,
- origin.y + size.y - borderWidth );
-
- }
-
- // if we have a video buffer, draw the video buffer
- if ( instData->m_videoBuffer )
- {
- ICoord2D pos, size;
- window->winGetScreenPosition( &pos.x, &pos.y );
- window->winGetSize( &size.x, &size.y );
-
- TheDisplay->drawVideoBuffer( instData->m_videoBuffer, pos.x, pos.y, pos.x + size.x, pos.y + size.y );
- }
-
-}
-
-// W3DGameWindow::winDrawBorder ===============================================
-//=============================================================================
-void W3DGameWindow::winDrawBorder()
-{
- Bool found = FALSE;
- Int originalX, originalY;
- Int x, y;
- Int width;
- Int i, bits;
-
-/** @todo this WinDrawBorder is the old Nox function for drawing the borders
- * on various windows and controls. We should derive classes of game
- * windows for the different GUI controls and move the specific pieces of
- * code that apply for those gadgets to those classes */
-
- // based on window class pass different regions to real draw
-
- winGetScreenPosition( &originalX, &originalY );
-
- for( i = 0; (i < (sizeof(UnsignedInt) * 8)) && (found == FALSE); i++ )
- {
-
- bits = (1 << i);
-
- if( m_instData.getStyle() & bits )
- {
-
- switch( m_instData.getStyle() & bits )
- {
- case GWS_CHECK_BOX:
- found = TRUE;
- break;
-
- case GWS_ENTRY_FIELD:
- {
-// EntryData *e = (EntryData *)m_userData;
- width = m_size.x;
-
- x = originalX;
- y = originalY;
-
- // Calculate space for Label
- if( m_instData.getTextLength() )
- {
- Int textWidth = 0;
-
- TheWindowManager->winGetTextSize( m_instData.getFont(),
- m_instData.getText(),
- &textWidth, nullptr, 0 );
- width -= textWidth + 6;
- x += textWidth + 6;
-
- }
-
-/*
-// Colin: The very notion of entry width makes no sense to me since
-// we already have a gadget width, and the max characters for
-// an entry box so I am removing this.
- // Adjust entry box if an entryWidth is provided
- if( (e->entryWidth > 0) && (width > e->entryWidth) )
- {
- width = e->entryWidth;
- x = originalX + (m_size.x - e->entryWidth);
- }
-*/
-
- blitBorderRect( x, y, width, m_size.y );
-
- found = TRUE;
- break;
- }
-
- // Sliders may need a bar for the button
- // it is assumed that the smaller size component (width, height)
- // is the axis of the slider
- case GWS_VERT_SLIDER:
- case GWS_HORZ_SLIDER:
-// blitBorderLine( originalX, originalY, window->size.x, window->size.y );
-
- found = TRUE;
- break;
-
- case GWS_SCROLL_LISTBOX:
- {
- ListboxData *list = (ListboxData *)m_userData;
- Int sliderAdjustment = 0;
- Int labelAdjustment = 0;
-
- if( list->scrollBar )
- {
- GameWindow *child = list->slider->winGetChild();
- ICoord2D size;
-
- child->winGetSize( &size.x, &size.y );
- sliderAdjustment = size.y;
-
- }
-
- if( m_instData.getTextLength() )
- labelAdjustment = 4;
-
- blitBorderRect( (originalX - 3),
- (originalY - (3 + labelAdjustment)),
- (m_size.x + 3 - sliderAdjustment),
- (m_size.y + 6) );
-
- found = TRUE;
- break;
- }
-
- case GWS_RADIO_BUTTON:
- case GWS_STATIC_TEXT:
- case GWS_PROGRESS_BAR:
- case GWS_PUSH_BUTTON:
- case GWS_USER_WINDOW:
- case GWS_TAB_CONTROL:
- blitBorderRect( originalX, originalY, m_size.x, m_size.y );
-
- found = TRUE;
- break;
-
- }
-
- }
-
- }
-
-}
-
-// W3DGameWindow::winSetFont ==================================================
-/** Set the font for a window */
-//=============================================================================
-void W3DGameWindow::winSetFont( GameFont *font )
-{
-
- if (font == nullptr)
- return;
-
- // extending functionality
- GameWindow::winSetFont( font );
-
- // assign font to text renderer
- m_textRenderer.Set_Font( static_cast(font->fontData) );
-
- // this is a visual change
- m_needPolyDraw = TRUE;
-
-}
-
-// W3DGameWindow::winSetText ==================================================
-/** Set the text for window */
-//=============================================================================
-Int W3DGameWindow::winSetText( UnicodeString newText )
-{
-
- // extending functionality
- GameWindow::winSetText( newText );
-
- // rebuild the sentence in our text renderer
- m_textRenderer.Build_Sentence( m_instData.getText().str(),nullptr, nullptr );
-
- // this is a visual change
- m_needPolyDraw = TRUE;
-
- return WIN_ERR_OK;
-
-}
-
-// W3DGameWindow::winSetPosition ==============================================
-/** Set window position */
-//=============================================================================
-Int W3DGameWindow::winSetPosition( Int x, Int y )
-{
- ICoord2D prevPos;
-
- // get previous position
- prevPos.x = m_region.lo.x;
- prevPos.y = m_region.lo.y;
-
- // extending functionality
- GameWindow::winSetPosition( x, y );
-
- // update any text position change
- m_textPos.x += m_region.lo.x - prevPos.x;
- m_textPos.y += m_region.lo.y - prevPos.y;
- m_newTextPos = TRUE;
-
- return WIN_ERR_OK;
-
-}
-
-// W3DGameWindow::getTextSize =================================================
-/** Get the size of the text in our inst data */
-//=============================================================================
-void W3DGameWindow::getTextSize( Int *width, Int *height )
-{
- Vector2 extents = m_textRenderer.Get_Text_Extents( m_instData.getText().str() );
-
- if( width )
- *width = extents.X;
- if( height )
- *height = extents.Y;
-
-}
-
-// W3DGameWindow::getTextLoc ==================================================
-// Set our text rendering location */
-//=============================================================================
-void W3DGameWindow::setTextLoc( Int x, Int y )
-{
-
- if( m_textPos.x != x )
- {
-
- m_textPos.x = x;
- m_newTextPos = TRUE;
-
- }
- if( m_textPos.y != y )
- {
-
- m_textPos.y = y;
- m_newTextPos = TRUE;
-
- }
-
-}
-
-// W3DGameWindow::drawText ====================================================
-/** Draw the text in our 2d sentence renderer */
-//=============================================================================
-void W3DGameWindow::drawText( Color color )
-{
- Bool needDraw = FALSE;
-
- // if new text pos we need to redraw
- if( m_newTextPos )
- {
-
- m_newTextPos = FALSE;
- needDraw = TRUE;
-
- }
-
- // if color switch, set new color
- if( m_currTextColor != color )
- {
-
- m_currTextColor = color;
- needDraw = TRUE;
-
- }
-
- // draw the quads if needed
- if( needDraw || m_needPolyDraw )
- {
- UnsignedInt outline = TheWindowManager->winMakeColor( 0, 0, 0, 255 );
-
- m_textRenderer.Reset_Polys();
- m_textRenderer.Set_Location( Vector2( m_textPos.x + 1, m_textPos.y + 1 ) );
- m_textRenderer.Draw_Sentence( outline );
-
- m_textRenderer.Set_Location( Vector2( m_textPos.x, m_textPos.y ) );
- m_textRenderer.Draw_Sentence( m_currTextColor );
-
- m_needPolyDraw = FALSE;
-
- }
-
- // do the render
- m_textRenderer.Render();
-
-}
-
diff --git a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp b/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
deleted file mode 100644
index d9cd4f2a677..00000000000
--- a/Generals/Code/GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
+++ /dev/null
@@ -1,64 +0,0 @@
-/*
-** 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 .
-*/
-
-////////////////////////////////////////////////////////////////////////////////
-// //
-// (c) 2001-2003 Electronic Arts Inc. //
-// //
-////////////////////////////////////////////////////////////////////////////////
-
-// FILE: W3DGameWindowManager.cpp /////////////////////////////////////////////////////////////////
-// Created: Colin Day, June 2001
-// Desc: W3D implementation of the window manager, responsible for all
-// interactions with the game windowing system for menus and
-// window controls.
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-#include
-
-#include "GameClient/Image.h"
-#include "W3DDevice/GameClient/W3DGameWindowManager.h"
-
-///////////////////////////////////////////////////////////////////////////////////////////////////
-// PUBLIC FUNCTIONS ///////////////////////////////////////////////////////////////////////////////
-///////////////////////////////////////////////////////////////////////////////////////////////////
-
-//-------------------------------------------------------------------------------------------------
-//-------------------------------------------------------------------------------------------------
-W3DGameWindowManager::W3DGameWindowManager()
-{
-
-}
-
-//-------------------------------------------------------------------------------------------------
-//-------------------------------------------------------------------------------------------------
-W3DGameWindowManager::~W3DGameWindowManager()
-{
-
-}
-
-//-------------------------------------------------------------------------------------------------
-//-------------------------------------------------------------------------------------------------
-void W3DGameWindowManager::init()
-{
-
- // extend
- GameWindowManager::init();
-
-}
-
diff --git a/GeneralsMD/Code/GameEngineDevice/CMakeLists.txt b/GeneralsMD/Code/GameEngineDevice/CMakeLists.txt
index 0d50b778371..af7d6afa760 100644
--- a/GeneralsMD/Code/GameEngineDevice/CMakeLists.txt
+++ b/GeneralsMD/Code/GameEngineDevice/CMakeLists.txt
@@ -47,10 +47,10 @@ set(GAMEENGINEDEVICE_SRC
Include/W3DDevice/GameClient/W3DFileSystem.h
# Include/W3DDevice/GameClient/W3DGadget.h
Include/W3DDevice/GameClient/W3DGameClient.h
- Include/W3DDevice/GameClient/W3DGameFont.h
- Include/W3DDevice/GameClient/W3DGameWindow.h
- Include/W3DDevice/GameClient/W3DGameWindowManager.h
- Include/W3DDevice/GameClient/W3DGUICallbacks.h
+# Include/W3DDevice/GameClient/W3DGameFont.h
+# Include/W3DDevice/GameClient/W3DGameWindow.h
+# Include/W3DDevice/GameClient/W3DGameWindowManager.h
+# Include/W3DDevice/GameClient/W3DGUICallbacks.h
Include/W3DDevice/GameClient/W3DInGameUI.h
Include/W3DDevice/GameClient/W3DMirror.h
# Include/W3DDevice/GameClient/W3DMouse.h
@@ -130,11 +130,11 @@ set(GAMEENGINEDEVICE_SRC
# Source/W3DDevice/GameClient/GUI/Gadget/W3DTextEntry.cpp
# Source/W3DDevice/GameClient/GUI/Gadget/W3DVerticalSlider.cpp
# Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DControlBar.cpp
- Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
- Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
- Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
- Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
- Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
+# Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp
+# Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp
+# Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp
+# Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp
+# Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp
# Source/W3DDevice/GameClient/HeightMap.cpp
Source/W3DDevice/GameClient/Shadow/W3DBufferManager.cpp
Source/W3DDevice/GameClient/Shadow/W3DProjectedShadow.cpp
diff --git a/scripts/cpp/unify_move_files.py b/scripts/cpp/unify_move_files.py
index 9e45615c370..945b95dff75 100644
--- a/scripts/cpp/unify_move_files.py
+++ b/scripts/cpp/unify_move_files.py
@@ -667,6 +667,16 @@ def main():
#unify_file(Game.ZEROHOUR, "GameEngine/Source/GameClient/GUI/GUICallbacks/MessageBox.cpp", Game.CORE, "GameEngine/Source/GameClient/GUI/GUICallbacks/MessageBox.cpp")
#unify_file(Game.ZEROHOUR, "GameEngine/Source/GameClient/GUI/GUICallbacks/ReplayControls.cpp", Game.CORE, "GameEngine/Source/GameClient/GUI/GUICallbacks/ReplayControls.cpp")
+ #unify_file(Game.ZEROHOUR, "GameEngineDevice/Include/W3DDevice/GameClient/W3DGUICallbacks.h", Game.CORE, "GameEngineDevice/Include/W3DDevice/GameClient/W3DGUICallbacks.h")
+ #unify_file(Game.ZEROHOUR, "GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp", Game.CORE, "GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMainMenu.cpp")
+ #unify_file(Game.ZEROHOUR, "GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp", Game.CORE, "GameEngineDevice/Source/W3DDevice/GameClient/GUI/GUICallbacks/W3DMOTD.cpp")
+ #unify_file(Game.ZEROHOUR, "GameEngineDevice/Include/W3DDevice/GameClient/W3DGameFont.h", Game.CORE, "GameEngineDevice/Include/W3DDevice/GameClient/W3DGameFont.h")
+ #unify_file(Game.ZEROHOUR, "GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp", Game.CORE, "GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameFont.cpp")
+ #unify_file(Game.ZEROHOUR, "GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h", Game.CORE, "GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindow.h")
+ #unify_file(Game.ZEROHOUR, "GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp", Game.CORE, "GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindow.cpp")
+ #unify_file(Game.ZEROHOUR, "GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindowManager.h", Game.CORE, "GameEngineDevice/Include/W3DDevice/GameClient/W3DGameWindowManager.h")
+ #unify_file(Game.ZEROHOUR, "GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp", Game.CORE, "GameEngineDevice/Source/W3DDevice/GameClient/GUI/W3DGameWindowManager.cpp")
+
return