This repository has been archived on 2025-02-27. You can view files and clone it, but cannot push or open issues or pull requests.
CnC_Renegade/Code/Commando/DlgMPConnect.h

76 lines
2 KiB
C
Raw Permalink Normal View History

/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/******************************************************************************
*
* NAME
* $Archive: /Commando/Code/Commando/DlgMPConnect.h $
*
* DESCRIPTION
* Dialog to inform user that we are connecting to a game host.
*
* PROGRAMMER
* Denzil E. Long, Jr.
* $Author: Steve_t $
*
* VERSION INFO
* $Revision: 4 $
* $Modtime: 2/14/02 2:03p $
*
******************************************************************************/
#ifndef __DLGMPCONNECT_H__
#define __DLGMPCONNECT_H__
#include <WWUI\PopupDialog.h>
class cGameData;
class DlgMPConnect :
public PopupDialogClass
{
public:
// Display connecting dialog.
// TeamChoice - Team preference of connecting player
// ClanID - ID of players clan (0 if not a clan game)
static bool DoDialog(int teamChoice, unsigned long clanID);
void Connected(cGameData* theGame);
void Failed_To_Connect(void);
protected:
DlgMPConnect(int teamChoice, unsigned long clanID);
virtual ~DlgMPConnect();
void On_Command(int ctrl, int message, DWORD param);
void On_Periodic(void);
private:
// Prevent copy and assignment
DlgMPConnect(const DlgMPConnect&);
const DlgMPConnect& operator=(const DlgMPConnect&);
int mTeamChoice;
unsigned long mClanID;
cGameData* mTheGame;
bool mFailed;
};
#endif // __DLGMPCONNECT_H__