/* Copyright (c) 2002-2012 Croteam Ltd. This program is free software; you can redistribute it and/or modify it under the terms of version 2 of the GNU General Public License as published by the Free Software Foundation 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, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */ // DlgSelectPlayer.cpp : implementation file // #include "stdafx.h" #ifdef _DEBUG #undef new #define new DEBUG_NEW #undef THIS_FILE static char THIS_FILE[] = __FILE__; #endif ///////////////////////////////////////////////////////////////////////////// // CDlgSelectPlayer dialog CDlgSelectPlayer::CDlgSelectPlayer(CWnd* pParent /*=NULL*/) : CDialog(CDlgSelectPlayer::IDD, pParent) { //{{AFX_DATA_INIT(CDlgSelectPlayer) // NOTE: the ClassWizard will add member initialization here //}}AFX_DATA_INIT } void CDlgSelectPlayer::DoDataExchange(CDataExchange* pDX) { CDialog::DoDataExchange(pDX); //{{AFX_DATA_MAP(CDlgSelectPlayer) DDX_Control(pDX, IDC_COMBO_AVAILABLE_CONTROLS, m_comboAvailableControls); DDX_Control(pDX, IDC_COMBO_AVAILABLE_PLAYERS, m_comboAvailablePlayers); //}}AFX_DATA_MAP // if dialog is giving data if( pDX->m_bSaveAndValidate != FALSE) { INDEX iSelectedPlayer = m_comboAvailablePlayers.GetCurSel(); INDEX iSelectedControls = m_comboAvailableControls.GetCurSel(); // if there is no player selected if( (iSelectedPlayer == CB_ERR) || ( iSelectedControls == CB_ERR) ) { // end dialog as if user pressed escape key EndDialog( IDCANCEL); } else { _pGame->gm_iWEDSinglePlayer = iSelectedPlayer; _pGame->SavePlayersAndControls(); } } } BEGIN_MESSAGE_MAP(CDlgSelectPlayer, CDialog) //{{AFX_MSG_MAP(CDlgSelectPlayer) ON_CBN_SELCHANGE(IDC_COMBO_AVAILABLE_PLAYERS, OnSelchangeComboAvailablePlayers) ON_CBN_SELCHANGE(IDC_COMBO_AVAILABLE_CONTROLS, OnSelchangeComboAvailableControls) //}}AFX_MSG_MAP END_MESSAGE_MAP() ///////////////////////////////////////////////////////////////////////////// // CDlgSelectPlayer message handlers BOOL CDlgSelectPlayer::OnInitDialog() { CDialog::OnInitDialog(); // fill players and controls combo boxes for( INDEX iPC=0; iPC<8; iPC++) { CTString strPlayer = _pGame->gm_apcPlayers[ iPC].pc_strName; m_comboAvailablePlayers.AddString( strPlayer); // CTString strControls = _pGame->gm_actrlControls[ iPC].ctrl_strName; m_comboAvailableControls.AddString( "dummy"); } m_comboAvailablePlayers.SetCurSel( _pGame->gm_iWEDSinglePlayer); m_comboAvailableControls.SetCurSel( _pGame->gm_iWEDSinglePlayer); return TRUE; } void CDlgSelectPlayer::OnSelchangeComboAvailablePlayers() { INDEX iSelectedPlayer = m_comboAvailablePlayers.GetCurSel(); if( iSelectedPlayer == CB_ERR) return; m_comboAvailableControls.SetCurSel( iSelectedPlayer); } void CDlgSelectPlayer::OnSelchangeComboAvailableControls() { INDEX iSelectedPlayer = m_comboAvailablePlayers.GetCurSel(); if( iSelectedPlayer == CB_ERR) return; INDEX iSelectedControls = m_comboAvailableControls.GetCurSel(); }