Serious-Engine/Sources/GameGUIMP/DlgPlayerSettings.cpp
Ryan C. Gordon 1a2ccb8f50 Merge github.com:Croteam-Official/Serious-Engine
Conflicts:
	Sources/Ecc/Parser.cpp
	Sources/Ecc/Scanner.cpp
	Sources/Engine/Base/Scanner.cpp
	Sources/Engine/GameAgent/GameAgent.cpp
	Sources/Engine/Graphics/Gfx_wrapper.h
	Sources/Engine/Network/Network.cpp
	Sources/Engine/Sound/SoundDecoder.h
	Sources/Engine/Templates/HashTableTemplate.cpp
	Sources/Engine/Terrain/Terrain.h
	Sources/EntitiesMP/ParticleCloudsHolder.es
	Sources/EntitiesMP/ParticleCloudsMarker.es
	Sources/SeriousSam/CDCheck.h
	Sources/SeriousSam/Menu.cpp
	Sources/SeriousSam/MenuGadgets.cpp
	Sources/SeriousSam/SeriousSam.cpp
	Sources/SeriousSam/SplashScreen.cpp
	Sources/SeriousSam/StdH.cpp
	Sources/SeriousSam/StdH.h
	Sources/Shaders/StdH.cpp
2016-04-02 23:56:12 -04:00

215 lines
6.4 KiB
C++

/* 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. */
// DlgPlayerSettings.cpp : implementation file
//
#include "stdafx.h"
#ifdef _DEBUG
#undef new
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CDlgPlayerSettings dialog
CDlgPlayerSettings::CDlgPlayerSettings(CWnd* pParent /*=NULL*/)
: CDialog(CDlgPlayerSettings::IDD, pParent)
{
//{{AFX_DATA_INIT(CDlgPlayerSettings)
//}}AFX_DATA_INIT
}
void CDlgPlayerSettings::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDlgPlayerSettings)
DDX_Control(pDX, IDC_AVAILABLE_CONTROLS, m_listAvailableControls);
DDX_Control(pDX, IDC_AVAILABLE_PLAYERS, m_listAvailablePlayers);
//}}AFX_DATA_MAP
// if dialog is giving data
if( pDX->m_bSaveAndValidate != FALSE)
{
// get selected player
INDEX iSelectedPlayer = m_listAvailablePlayers.GetCurSel();
ASSERT( iSelectedPlayer != LB_ERR);
// remember selected player
_pGame->gm_iWEDSinglePlayer = iSelectedPlayer;
// get selected controls
INDEX iSelectedControls = m_listAvailableControls.GetCurSel();
ASSERT( iSelectedControls != LB_ERR);
// remember selected controls
// _pGame->gm_apiPlayerInfo[iSelectedPlayer].pi_iControls = iSelectedControls;
}
}
BEGIN_MESSAGE_MAP(CDlgPlayerSettings, CDialog)
//{{AFX_MSG_MAP(CDlgPlayerSettings)
ON_BN_CLICKED(IDC_PLAYER_APPEARANCE, OnPlayerAppearance)
ON_BN_CLICKED(IDC_EDIT_CONTROLS, OnEditControls)
ON_BN_CLICKED(IDC_RENAME_CONTROLS, OnRenameControls)
ON_BN_CLICKED(IDC_RENAME_PLAYER, OnRenamePlayer)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDlgPlayerSettings message handlers
void CDlgPlayerSettings::OnPlayerAppearance()
{
return;
/*
CPlayerInfo plPlayerInfo;
// get selected player
INDEX iSelectedPlayer = m_listAvailablePlayers.GetCurSel();
ASSERT( iSelectedPlayer != LB_ERR);
CTFileName fnPlayerName;
fnPlayerName.PrintF( "%sPlayers\\Player%d.plr", iSelectedPlayer);
try
{
// load it from the file
plPlayerInfo.Load_t( fnPlayerName);
// call player appearance dialog
CDlgPlayerAppearance dlgPlayerAppearance( plPlayerInfo.pi_pcPlayerCharacter);
// if user wants to change player's appearance
if( dlgPlayerAppearance.DoModal() == IDOK)
{
// set new appearance
plPlayerInfo.pi_pcPlayerCharacter = dlgPlayerAppearance.m_pcPlayerCharacter;
// and save new player's attributes
plPlayerInfo.Save_t( fnPlayerName);
// reload players and controls
_pGame->LoadPlayersAndControls();
}
}
catch (char *strError)
{
AfxMessageBox( strError);
}
*/
}
void CDlgPlayerSettings::InitPlayersAndControlsLists(void)
{
if( !::IsWindow( m_listAvailablePlayers.m_hWnd)) return;
m_listAvailablePlayers.ResetContent();
m_listAvailableControls.ResetContent();
// fill players and controls lists
for( INDEX iPC=0; iPC<8; iPC++)
{
CTString strPlayer = _pGame->gm_apcPlayers[ iPC].pc_strName;
m_listAvailablePlayers.AddString( strPlayer);
//CTString strControls = _pGame->gm_actrlControls[ iPC].ctrl_strName;
m_listAvailableControls.AddString( "dummy");
}
m_listAvailableControls.SetCurSel( 0);
m_listAvailablePlayers.SetCurSel( 0);
}
BOOL CDlgPlayerSettings::OnInitDialog()
{
CDialog::OnInitDialog();
InitPlayersAndControlsLists();
return TRUE;
}
void CDlgPlayerSettings::OnEditControls()
{
CControls &ctrlControls = *_pGame->gm_ctrlControlsExtra;
// try to
try
{
// get selected controls
INDEX iSelectedControls = m_listAvailableControls.GetCurSel();
ASSERT( iSelectedControls != LB_ERR);
CTFileName fnControlsName;
fnControlsName.PrintF( "Controls\\Controls%d.ctl", iSelectedControls);
// load it from the file
ctrlControls.Load_t( fnControlsName);
// call controls dialog
CDlgPlayerControls dlgControls( ctrlControls);
// if user wants to change controls
if( dlgControls.DoModal() == IDOK)
{
// set new controls
ctrlControls = dlgControls.m_ctrlControls;
// depending on axis attributes and type (rotation or translation), calculates axis
// influence factors for all axis actions
ctrlControls.CalculateInfluencesForAllAxis();
// save new controls
ctrlControls.Save_t( fnControlsName);
// reload players and controls
_pGame->LoadPlayersAndControls();
}
}
catch (char *strError)
{
AfxMessageBox( strError);
return;
}
}
void CDlgPlayerSettings::OnRenameControls()
{
CDlgRenameControls dlgRename;
// get selected controls
INDEX iSelectedControls = m_listAvailableControls.GetCurSel();
ASSERT( iSelectedControls != LB_ERR);
// CTString strName = _pGame->gm_actrlControls[ iSelectedControls].ctrl_strName;
dlgRename.m_strName = "dummy";
// if new file properly edited and ok pressed
if( (dlgRename.DoModal() == IDOK) &&
(strlen( dlgRename.m_strName) != 0) )
{
// _pGame->gm_actrlControls[ iSelectedControls].ctrl_strName = dlgRename.m_strName;
// save players and controls
_pGame->SavePlayersAndControls();
InitPlayersAndControlsLists();
}
}
void CDlgPlayerSettings::OnRenamePlayer()
{
CDlgRenameControls dlgRename;
// get selected controls
INDEX iSelectedPlayer = m_listAvailablePlayers.GetCurSel();
ASSERT( iSelectedPlayer != LB_ERR);
CTString strName = _pGame->gm_apcPlayers[ iSelectedPlayer].pc_strName;
dlgRename.m_strName = strName;
// if new file properly edited and ok pressed
if( (dlgRename.DoModal() == IDOK) &&
(strlen( dlgRename.m_strName) != 0) )
{
_pGame->gm_apcPlayers[ iSelectedPlayer].pc_strName = dlgRename.m_strName;
// save players and controls
_pGame->SavePlayersAndControls();
InitPlayersAndControlsLists();
}
}