mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-27 07:54:51 +01:00
97 lines
2.7 KiB
C++
97 lines
2.7 KiB
C++
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/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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// DlgSelectPlayer.cpp : implementation file
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//
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#include "stdafx.h"
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#ifdef _DEBUG
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#undef new
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDlgSelectPlayer dialog
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CDlgSelectPlayer::CDlgSelectPlayer(CWnd* pParent /*=NULL*/)
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: CDialog(CDlgSelectPlayer::IDD, pParent)
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{
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//{{AFX_DATA_INIT(CDlgSelectPlayer)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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}
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void CDlgSelectPlayer::DoDataExchange(CDataExchange* pDX)
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{
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDlgSelectPlayer)
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DDX_Control(pDX, IDC_COMBO_AVAILABLE_CONTROLS, m_comboAvailableControls);
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DDX_Control(pDX, IDC_COMBO_AVAILABLE_PLAYERS, m_comboAvailablePlayers);
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//}}AFX_DATA_MAP
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// if dialog is giving data
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if( pDX->m_bSaveAndValidate != FALSE)
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{
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INDEX iSelectedPlayer = m_comboAvailablePlayers.GetCurSel();
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INDEX iSelectedControls = m_comboAvailableControls.GetCurSel();
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// if there is no player selected
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if( (iSelectedPlayer == CB_ERR) || ( iSelectedControls == CB_ERR) )
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{
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// end dialog as if user pressed escape key
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EndDialog( IDCANCEL);
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}
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else
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{
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_pGame->gm_iWEDSinglePlayer = iSelectedPlayer;
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_pGame->SavePlayersAndControls();
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}
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}
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}
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BEGIN_MESSAGE_MAP(CDlgSelectPlayer, CDialog)
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//{{AFX_MSG_MAP(CDlgSelectPlayer)
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ON_CBN_SELCHANGE(IDC_COMBO_AVAILABLE_PLAYERS, OnSelchangeComboAvailablePlayers)
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ON_CBN_SELCHANGE(IDC_COMBO_AVAILABLE_CONTROLS, OnSelchangeComboAvailableControls)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDlgSelectPlayer message handlers
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BOOL CDlgSelectPlayer::OnInitDialog()
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{
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CDialog::OnInitDialog();
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// fill players and controls combo boxes
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for( INDEX iPC=0; iPC<8; iPC++)
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{
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CTString strPlayer = _pGame->gm_apcPlayers[ iPC].pc_strName;
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m_comboAvailablePlayers.AddString( strPlayer);
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// CTString strControls = _pGame->gm_actrlControls[ iPC].ctrl_strName;
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m_comboAvailableControls.AddString( "dummy");
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}
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m_comboAvailablePlayers.SetCurSel( _pGame->gm_iWEDSinglePlayer);
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m_comboAvailableControls.SetCurSel( _pGame->gm_iWEDSinglePlayer);
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return TRUE;
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}
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void CDlgSelectPlayer::OnSelchangeComboAvailablePlayers()
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{
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INDEX iSelectedPlayer = m_comboAvailablePlayers.GetCurSel();
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if( iSelectedPlayer == CB_ERR) return;
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m_comboAvailableControls.SetCurSel( iSelectedPlayer);
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}
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void CDlgSelectPlayer::OnSelchangeComboAvailableControls()
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{
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INDEX iSelectedPlayer = m_comboAvailablePlayers.GetCurSel();
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if( iSelectedPlayer == CB_ERR) return;
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INDEX iSelectedControls = m_comboAvailableControls.GetCurSel();
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}
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