First cut at using new nwgamest common code to replace PPC-only logic

for updating fields of new game dialog as players are added, made
remote, robots enabled, etc.  Removes a lot of code and fixes some
bugs in (non-yet-shipped) multi-device version.  As a bonus, added "J"
button to juggle players.  Seems to work well on Win32.  Haven't
tested on PPC yet.
This commit is contained in:
ehouse 2006-06-08 01:35:20 +00:00
parent 956c169d08
commit 5fff2997d6
4 changed files with 210 additions and 339 deletions

View file

@ -29,23 +29,6 @@
#define NUM_COLS 4
#define MENUDICTS_INCR 16
#if 0
static XP_U16
ceCountLocalIn( HWND hDlg, XP_U16 nPlayers )
{
XP_U16 nLocal = 0;
XP_U16 i;
for ( i = 0; i < nPlayers; ++i ) {
if ( !ceGetChecked( hDlg, REMOTE_CHECK1 + (i * NUM_COLS) ) ) {
++nLocal;
}
}
return nLocal;
} /* ceCountLocalIn */
#endif
static XP_S16
findInsertPoint( const wchar_t* wPath, wchar_t** menuDicts,
XP_U16 nMenuDicts )
@ -172,60 +155,24 @@ loadFromGameInfo( HWND hDlg, CEAppGlobals* globals, GameInfoState* giState )
{
XP_U16 i;
CurGameInfo* gi = &globals->gameInfo;
wchar_t widebuf[32];
#ifndef XWFEATURE_STANDALONE_ONLY
wchar_t* roles[] = { L"Standalone", L"Host", L"Guest" };
for ( i = 0; i < (sizeof(roles)/sizeof(roles[0])); ++i ) {
SendDlgItemMessage( hDlg, IDC_ROLECOMBO, CB_ADDSTRING, 0,
(long)roles[i] );
}
#endif
giState->curServerHilite = gi->serverRole;
for ( i = 0; i < MAX_NUM_PLAYERS; ++i ) {
LocalPlayer* lp = &gi->players[i];
XP_U16 resID;
XP_U16 idToCheck;
/* set the robot checkbox */
resID = ROBOT_CHECK1 + (NUM_COLS*i);
idToCheck = lp->isRobot? resID : 0;
CheckRadioButton( hDlg, resID, resID, idToCheck );
#ifndef XWFEATURE_STANDALONE_ONLY
/* set the remote checkbox */
resID = REMOTE_CHECK1 + (NUM_COLS*i);
idToCheck = lp->isLocal? 0 : resID;
CheckRadioButton( hDlg, resID, resID, idToCheck );
#endif
/* set the player name */
if ( lp->name != NULL ) {
resID = NAME_EDIT1 + (NUM_COLS*i);
ceSetDlgItemText( hDlg, resID, lp->name );
}
/* set the password, if any */
if ( lp->password != NULL ) {
resID = PASS_EDIT1 + (NUM_COLS*i);
ceSetDlgItemText( hDlg, resID, lp->password );
}
wchar_t widebuf[8];
/* put a string in the moronic combobox */
swprintf( widebuf, L"%d", i + 1 );
SendDlgItemMessage( hDlg, IDC_NPLAYERSCOMBO, CB_ADDSTRING, 0,
(long)widebuf );
}
/* set the player num box */
SendDlgItemMessage( hDlg, IDC_NPLAYERSCOMBO, CB_SETCURSEL,
gi->nPlayers-1, 0L );
#ifndef XWFEATURE_STANDALONE_ONLY
for ( i = 0; i < (sizeof(roles)/sizeof(roles[0])); ++i ) {
SendDlgItemMessage( hDlg, IDC_ROLECOMBO, CB_ADDSTRING, 0,
(long)roles[i] );
}
SendDlgItemMessage( hDlg, IDC_ROLECOMBO, CB_SETCURSEL,
giState->curServerHilite, 0L );
#endif
newg_load( giState->newGameCtx, gi );
#ifndef STUBBED_DICT
if ( !!gi->dictName ) {
@ -248,235 +195,31 @@ loadFromGameInfo( HWND hDlg, CEAppGlobals* globals, GameInfoState* giState )
#endif
if ( !giState->isNewGame ) {
XP_U16 disableIDs[] = { IDC_NPLAYERSCOMBO,
IDC_ROLECOMBO,
IDC_DICTCOMBO};
XP_U16 i;
for( i = 0; i < sizeof(disableIDs)/sizeof(disableIDs[0]); ++i ) {
ceEnOrDisable( hDlg, disableIDs[i], XP_FALSE );
}
ceEnOrDisable( hDlg, IDC_DICTCOMBO, XP_FALSE );
ceEnOrDisable( hDlg, GIJUGGLE_BUTTON, XP_FALSE );
}
} /* loadFromGameInfo */
static void
drawRow( HWND hDlg, XP_U16 rowN, XP_Bool showLine, XP_Bool isServer )
{
XP_U16 offset = NUM_COLS * rowN;
ceShowOrHide( hDlg, (XP_U16)(REMOTE_CHECK1 + offset),
showLine && isServer );
/* if it's a server and remote is checked, we show nothing more */
if ( isServer && ceGetChecked( hDlg, (XP_U16)(REMOTE_CHECK1 + offset) ) ) {
showLine = XP_FALSE;
}
ceShowOrHide( hDlg, (XP_U16)(NAME_EDIT1 + offset), showLine );
ceShowOrHide( hDlg, (XP_U16)(ROBOT_CHECK1 + offset), showLine );
showLine = showLine && !ceGetChecked( hDlg,
(XP_U16)(ROBOT_CHECK1 + offset) );
ceShowOrHide( hDlg, (XP_U16)(PASS_EDIT1 + offset), showLine );
} /* drawRow */
/* Make sure that there are enough non-remote players to draw the number
* we've been asked to draw. At this point I'm not changing the actual
* values in the widgets. Is that ok? PENDING
*/
static void
countAndSetRemote( HWND hDlg, XP_U16 nPlayers, XP_Bool counterWins,
XP_Bool* isRemote )
{
XP_U16 i;
XP_U16 nLocal = 0;
for ( i = 0; i < MAX_NUM_PLAYERS; ++i ) {
XP_Bool remote =
ceGetChecked( hDlg, (XP_U16)(REMOTE_CHECK1 + (i*MAX_COLS)) );
isRemote[i] = remote;
if ( !remote ) {
++nLocal;
}
}
if ( counterWins ) {
XP_U16 nToChange = nPlayers - nLocal;
for ( i = 0; nToChange > 0 && i < MAX_NUM_PLAYERS; ++i ) {
if ( isRemote[i] ) {
isRemote[i] = XP_FALSE;
--nToChange;
}
}
}
} /* countAndSetRemote */
/* ceAdjustVisibility
*
* Called after any change to an interdependent widget, goes through and puts
* all in sync, by show/hiding and by changing values of things like the
* remote checkboxes and the player count combo.
*
* Param counterWins governs the syncing. If true, it means that if there's
* a conflict between the number of lines visible and the counter, the number
* visible must be adjusted. If false, then the counter must be adjusted to
* match the number of lines.
*
* The number changes as the ROLE changes. In particular, if we switch from
* SERVER to CLIENT, and there are players set to remote, then the count will
* change since we've changed what players should be counted (assuming not
* all are local).
*/
static XP_Bool
ceAdjustVisibility( HWND hDlg, GameInfoState* giState, XP_Bool counterWins )
{
XP_Bool result;
Connectedness serverRole = (Connectedness)
SendDlgItemMessage( hDlg, IDC_ROLECOMBO, CB_GETCURSEL, 0, 0L );
XP_U16 nToDraw = MAX_NUM_PLAYERS;
XP_U16 nDrawn = 0;
XP_U16 row;
XP_Bool isRemote[MAX_NUM_PLAYERS];
XP_U16 counterValue = 1 + (XP_U16)SendDlgItemMessage( hDlg,
IDC_NPLAYERSCOMBO,
CB_GETCURSEL, 0, 0L );
counterWins = XP_TRUE; /* test */
countAndSetRemote( hDlg, counterValue, counterWins, isRemote );
if ( counterWins ) {
nToDraw = counterValue;
XP_DEBUGF( "drawing %d rows", nToDraw );
} else {
}
ceShowOrHide( hDlg, IDC_REMOTE_LABEL, serverRole == SERVER_ISSERVER );
if ( serverRole == SERVER_ISCLIENT ) {
ceShowOrHide( hDlg, IDC_TOTAL_LABEL, XP_FALSE );
ceShowOrHide( hDlg, IDC_LOCALP_LABEL, XP_TRUE );
} else {
ceShowOrHide( hDlg, IDC_LOCALP_LABEL, XP_FALSE );
ceShowOrHide( hDlg, IDC_TOTAL_LABEL, XP_TRUE );
}
for ( row = 0; row < MAX_NUM_PLAYERS; ++row ) {
XP_Bool drawIt;
/* for each line, if we're a client and it's remote, skip it. If
it's not already visible, don't change it */
XP_ASSERT( row < MAX_NUM_PLAYERS );
if ( serverRole == SERVER_ISCLIENT ) {
drawIt = !isRemote[row];
} else if ( serverRole == SERVER_STANDALONE ) {
drawIt = XP_TRUE;
} else {
drawIt = XP_TRUE;
}
if ( drawIt ) {
drawIt = nDrawn < nToDraw;
}
drawRow( hDlg, row, drawIt,
serverRole == SERVER_ISSERVER );
if ( drawIt ) {
++nDrawn;
}
}
/* Change the counter if it's not assumed to be right */
if ( !counterWins ) {
(void)SendDlgItemMessage( hDlg, IDC_NPLAYERSCOMBO,
CB_SETCURSEL, nDrawn - 1, 0L );
result = XP_TRUE;
} else {
XP_ASSERT( nDrawn <= nToDraw );
result = nDrawn == nToDraw;
}
return result;
} /* ceAdjustVisibility */
static void
getStringAndReplace( CEAppGlobals* globals, HWND hDlg, XP_U16 id,
XP_UCHAR** sloc )
{
XP_UCHAR cbuf[33];
XP_U16 len;
len = sizeof(cbuf);
ceGetDlgItemText( hDlg, id, cbuf, &len );
replaceStringIfDifferent( MPPARM(globals->mpool) sloc, cbuf );
} /* getStringAndReplace */
static void
stateToGameInfo( HWND hDlg, CEAppGlobals* globals, GameInfoState* giState )
{
XP_U16 i;
CurGameInfo* gi = &globals->gameInfo;
XP_U16 nPlayers;
XP_Bool timerOn;
XP_U16 offset;
Connectedness curServerHilite
= (Connectedness )SendDlgItemMessage( hDlg, IDC_ROLECOMBO,
CB_GETCURSEL, 0, 0L );
XP_ASSERT( curServerHilite == giState->curServerHilite );
gi->serverRole = curServerHilite;
nPlayers = 1 + (XP_U16)SendDlgItemMessage( hDlg, IDC_NPLAYERSCOMBO,
CB_GETCURSEL, 0, 0 );
gi->nPlayers = (XP_U8)nPlayers;
XP_DEBUGF( "Set nPlayers to %d", nPlayers );
for ( i = 0, offset = 0; i < nPlayers; ++i, offset += NUM_COLS ) {
XP_U16 id;
XP_Bool checked;
LocalPlayer* lp = &gi->players[i];
#ifndef XWFEATURE_STANDALONE_ONLY
if ( curServerHilite == SERVER_ISSERVER ) {
id = REMOTE_CHECK1 + offset;
lp->isLocal = !ceGetChecked( hDlg, id );
} else {
lp->isLocal = XP_TRUE;
}
#endif
/* robot */
id = ROBOT_CHECK1 + offset;
checked = ceGetChecked( hDlg, id );
lp->isRobot = checked;
/* password */
id = PASS_EDIT1 + offset;
getStringAndReplace( globals, hDlg, id, &lp->password );
/* name */
id = NAME_EDIT1 + offset;
getStringAndReplace( globals, hDlg, id, &lp->name );
}
newg_store( giState->newGameCtx, gi );
/* dictionary */ {
int sel;
XP_LOGF( "%s: sending CB_GETCURSEL", __FUNCTION__ );
sel = SendDlgItemMessage( hDlg, IDC_DICTCOMBO, CB_GETCURSEL, 0, 0L );
XP_LOGF( "%s: sel came back %d", __FUNCTION__, sel );
if ( sel >= 0 ) {
WideCharToMultiByte( CP_ACP, 0, giState->menuDicts[sel], -1,
giState->newDictName,
sizeof(giState->newDictName), NULL, NULL );
XP_LOGF( "%s: text is %s", __FUNCTION__, giState->newDictName );
}
replaceStringIfDifferent( MPPARM(globals->mpool) &gi->dictName,
giState->newDictName );
}
/* timer */
timerOn = ceGetChecked( hDlg, TIMER_CHECK );
gi->timerEnabled = timerOn;
@ -523,7 +266,8 @@ handleConnOptionsButton( HWND hDlg, CEAppGlobals* globals,
{
CeConnDlgState state;
if ( WrapConnsDlg( hDlg, globals, &giState->prefsPrefs.addrRec, &state ) ) {
if ( WrapConnsDlg( hDlg, globals, &giState->prefsPrefs.addrRec,
&state ) ) {
XP_MEMCPY( &giState->prefsPrefs.addrRec, &state.addrRec,
sizeof(giState->prefsPrefs.addrRec) );
giState->addrChanged = XP_TRUE;
@ -531,40 +275,153 @@ handleConnOptionsButton( HWND hDlg, CEAppGlobals* globals,
}
#endif
/* playersFollowCounts:
* Force the data on players into sync with the counts. This is really only
* an issue if a local/remote change has happened. Meant to be called after
* the count has been changed.
*
* If the current role is LOCAL, then count should match the number of
* players marked local. If necessary, flip players to LOCAL to match the
* count. In any case, activate or deactivate to match the count.
*/
#if 0
static void
playersFollowCounts( HWND hDlg, GameInfoState* giState )
static XP_U16
resIDForCol( XP_U16 player, NewGameColumn col )
{
Connectedness curServerHilite
= (Connectedness )SendDlgItemMessage( hDlg, IDC_ROLECOMBO,
CB_GETCURSEL, 0, 0L );
XP_U16 nPlayers = (XP_U16)SendDlgItemMessage( hDlg, IDC_NPLAYERSCOMBO,
CB_GETCURSEL, 0, 0L );
if ( curServerHilite == SERVER_ISCLIENT ) {
XP_U16 nLocal = countLocalIn( hDlg, nPlayers );
while ( nLocal < nPlayers ) {
XP_U16 i;
for ( i = 0; i < nPlayers; ++i ) {
XP_U16 resID;
switch ( col ) {
case NG_COL_REMOTE:
resID = REMOTE_CHECK1;
break;
case NG_COL_ROBOT:
resID = ROBOT_CHECK1;
break;
case NG_COL_NAME:
resID = NAME_EDIT1;
break;
case NG_COL_PASSWD:
resID = PASS_EDIT1;
break;
default:
XP_ASSERT( 0 );
}
return resID + ( player * NUM_COLS );
} /* resIDForCol */
static XP_U16
resIDForAttr( NewGameAttr attr )
{
XP_U16 resID;
switch( attr ) {
case NG_ATTR_NPLAYERS:
resID = IDC_NPLAYERSCOMBO;
break;
case NG_ATTR_ROLE:
resID = IDC_ROLECOMBO;
break;
}
return resID;
} /* resIDForAttr */
static void
ceEnableColProc( void* closure, XP_U16 player, NewGameColumn col,
XP_Bool enable )
{
GameInfoState* giState = (GameInfoState*)closure;
ceShowOrHide( giState->hDlg, resIDForCol( player, col ), enable );
}
static void
ceEnableAttrProc( void* closure, NewGameAttr attr, XP_Bool enable )
{
GameInfoState* giState = (GameInfoState*)closure;
XP_U16 resID = resIDForAttr( attr );
ceEnOrDisable( giState->hDlg, resID, enable );
} /* ceEnableAttrProc */
static void
ceGetColProc( void* closure, XP_U16 player, NewGameColumn col,
NgCpCallbk cpcb, const void* cpClosure )
{
NGValue value;
GameInfoState* giState = (GameInfoState*)closure;
XP_U16 resID = resIDForCol( player, col );
XP_UCHAR txt[128];
XP_U16 len;
switch ( col ) {
case NG_COL_REMOTE:
case NG_COL_ROBOT:
value.ng_bool = ceGetChecked( giState->hDlg, resID );
break;
case NG_COL_NAME:
case NG_COL_PASSWD:
len = sizeof(txt);
ceGetDlgItemText( giState->hDlg, resID, txt, &len );
value.ng_cp = &txt[0];
break;
default:
XP_ASSERT(0);
}
(*cpcb)( value, cpClosure );
} /* ceGetColProc */
XP_DEBUGF( "need to check" );
static void
ceSetColProc( void* closure, XP_U16 player, NewGameColumn col,
const NGValue value )
{
GameInfoState* giState = (GameInfoState*)closure;
XP_U16 resID = resIDForCol( player, col );
const XP_UCHAR* cp;
switch( col ) {
case NG_COL_PASSWD:
case NG_COL_NAME:
if ( NULL == value.ng_cp ) {
cp = "";
} else {
cp = value.ng_cp;
}
} /* playersFollowCounts */
#endif
ceSetDlgItemText( giState->hDlg, resID, cp );
break;
case NG_COL_REMOTE:
case NG_COL_ROBOT:
ceSetChecked( giState->hDlg, resID, value.ng_bool );
break;
default:
XP_ASSERT(0);
}
}
static void
ceSetAttrProc(void* closure, NewGameAttr attr, const NGValue value )
{
GameInfoState* giState = (GameInfoState*)closure;
XP_U16 resID = resIDForAttr( attr );
XP_U16 val = value.ng_u16;
LOG_FUNC();
switch ( attr ) {
case NG_ATTR_NPLAYERS:
--val; /* adjust: it's 1-based */
case NG_ATTR_ROLE:
SendDlgItemMessage( giState->hDlg, resID, CB_SETCURSEL, val, 0L );
break;
}
} /* ceSetAttrProc */
static XP_U16
playerFromID( XP_U16 id, XP_U16 base )
{
XP_U16 player;
player = (id - base) / NUM_COLS;
/* XP_LOGF( "%s: looks like row %d", __FUNCTION__, player ); */
return player;
}
static void
handleColChecked( GameInfoState* giState, XP_U16 id, XP_U16 base,
NewGameColumn col )
{
NGValue value;
XP_U16 player = playerFromID( id, base );
value.ng_bool = ceGetChecked( giState->hDlg, id );
newg_colChanged( giState->newGameCtx, player, col, value );
}
LRESULT CALLBACK
GameInfo(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
@ -572,9 +429,6 @@ GameInfo(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
CEAppGlobals* globals;
XP_U16 id;
GameInfoState* giState;
#ifndef XWFEATURE_STANDALONE_ONLY
XP_Bool on;
#endif
if ( message == WM_INITDIALOG ) {
SetWindowLong( hDlg, GWL_USERDATA, lParam );
@ -582,12 +436,19 @@ GameInfo(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
giState->hDlg = hDlg;
globals = giState->globals;
giState->newGameCtx = newg_make( MPPARM(globals->mpool)
giState->isNewGame,
ceEnableColProc,
ceEnableAttrProc,
ceGetColProc,
ceSetColProc,
ceSetAttrProc,
giState );
loadFromGameInfo( hDlg, globals, giState );
loadStateFromCurPrefs( globals, &globals->appPrefs, &globals->gameInfo,
&giState->prefsPrefs );
ceAdjustVisibility( hDlg, giState, XP_FALSE );
if ( giState->isNewGame ) {
(void)SetWindowText( hDlg, L"New game" );
}
@ -608,7 +469,8 @@ GameInfo(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
case ROBOT_CHECK2:
case ROBOT_CHECK3:
case ROBOT_CHECK4:
ceAdjustVisibility( hDlg, giState, XP_TRUE );
handleColChecked( giState, id, ROBOT_CHECK1,
NG_COL_ROBOT );
break;
#ifndef XWFEATURE_STANDALONE_ONLY
@ -616,27 +478,22 @@ GameInfo(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
case REMOTE_CHECK2:
case REMOTE_CHECK3:
case REMOTE_CHECK4:
XP_ASSERT( giState->curServerHilite == SERVER_ISSERVER );
on = ceGetChecked( hDlg, id );
ceAdjustVisibility( hDlg, giState, XP_FALSE );
handleColChecked( giState, id, REMOTE_CHECK1,
NG_COL_REMOTE );
break;
#endif
case IDC_NPLAYERSCOMBO:
if ( HIWORD(wParam) == CBN_SELCHANGE ) {
if ( giState->isNewGame ) { /* ignore if in info mode */
XP_U16 role;
XP_U16 sel;
sel = (XP_U16)SendDlgItemMessage( hDlg,
if ( giState->isNewGame ) { /* ignore if in info
mode */
NGValue value;
value.ng_u16 = 1 + (XP_U16)
SendDlgItemMessage( hDlg,
IDC_NPLAYERSCOMBO,
CB_GETCURSEL,
0, 0L);
++sel;
role = (XP_U16)SendDlgItemMessage( hDlg,
IDC_ROLECOMBO,
CB_GETCURSEL,
0, 0L);
ceAdjustVisibility( hDlg, giState, XP_TRUE );
CB_GETCURSEL, 0, 0L);
newg_attrChanged( giState->newGameCtx,
NG_ATTR_NPLAYERS, value );
}
}
break;
@ -644,23 +501,31 @@ GameInfo(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
#ifndef XWFEATURE_STANDALONE_ONLY
case IDC_ROLECOMBO:
if ( HIWORD(wParam) == CBN_SELCHANGE ) {
if ( giState->isNewGame ) { /* ignore if in info mode */
XP_U16 sel;
sel = (XP_U16)SendDlgItemMessage( hDlg, IDC_ROLECOMBO,
if ( giState->isNewGame ) { /* ignore if in info
mode */
NGValue value;
value.ng_role =
(Connectedness)SendDlgItemMessage( hDlg,
IDC_ROLECOMBO,
CB_GETCURSEL, 0,
0L);
giState->curServerHilite = (Connectedness)sel;
ceAdjustVisibility( hDlg, giState, XP_FALSE );
newg_attrChanged( giState->newGameCtx,
NG_ATTR_ROLE, value );
/* If we've switched to a state where we'll be
connecting */
if ( sel != SERVER_STANDALONE ) {
handleConnOptionsButton( hDlg, globals, giState );
if ( value.ng_role != SERVER_STANDALONE ) {
handleConnOptionsButton( hDlg, globals,
giState );
}
}
}
break;
#endif
case GIJUGGLE_BUTTON:
XP_ASSERT( giState->isNewGame );
newg_juggle( giState->newGameCtx );
break;
case OPTIONS_BUTTON:
handlePrefsButton( hDlg, globals, giState );
break;
@ -671,6 +536,7 @@ GameInfo(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
EndDialog(hDlg, id);
giState->userCancelled = id == IDCANCEL;
cleanupGameInfoState( giState );
newg_destroy( giState->newGameCtx );
return TRUE;
}
break;

View file

@ -24,10 +24,12 @@
#include "cemain.h"
#include "ceprefs.h"
#include "cedict.h"
#include "nwgamest.h"
typedef struct GameInfoState {
CEAppGlobals* globals;
HWND hDlg;
NewGameCtx* newGameCtx;
XP_UCHAR newDictName[CE_MAX_PATH_LEN+1];
XP_U16 capMenuDicts;
@ -40,7 +42,6 @@ typedef struct GameInfoState {
XP_Bool prefsChanged;
XP_Bool colorsChanged;
XP_Bool addrChanged;
Connectedness curServerHilite;
CePrefsPrefs prefsPrefs;
} GameInfoState;

View file

@ -145,9 +145,10 @@
# define RELAYNAME_EDIT 1095
# define RELAYPORT_EDIT 1096
# define COOKIE_EDIT 1097
#endif
#define GIJUGGLE_BUTTON 1098
#define IDM_FILE_EXIT 40002

View file

@ -212,7 +212,10 @@ BEGIN
LTEXT "total players",IDC_TOTAL_LABEL,LEFT_COL,NPLAYERS_ROW,40,8
COMBOBOX IDC_NPLAYERSCOMBO,45,NPLAYERS_ROW,21,58,CBS_DROPDOWNLIST |
WS_VSCROLL | WS_TABSTOP
PUSHBUTTON "Preferences...",OPTIONS_BUTTON,72,NPLAYERS_ROW,56,12
PUSHBUTTON "J",GIJUGGLE_BUTTON,68,NPLAYERS_ROW,12,12
PUSHBUTTON "Preferences...",OPTIONS_BUTTON,82,NPLAYERS_ROW,48,12
LTEXT "Remote",IDC_REMOTE_LABEL,LEFT_COL,LABELS_ROW,25,8,SS_NOPREFIX
LTEXT "Name",IDC_STATIC,GAME_NAMELABEL_LEFT,
LABELS_ROW,19,8,SS_NOPREFIX