add commented-out code to draw juggle icon instead of "J" button. It's too much work to get it looking good before ship.

This commit is contained in:
ehouse 2006-06-16 01:30:20 +00:00
parent f60dade9a0
commit f271aee094

View file

@ -455,6 +455,24 @@ handleColChecked( GameInfoState* giState, XP_U16 id, XP_U16 base,
newg_colChanged( giState->newGameCtx, player, col, value );
}
/* It's too much work at this point to get the icon button looking good,
* e.g. properly greyed-out when disabled. So I'm sticking with the "J".
* Here's the code to start with if I get more ambitious. Remember: the
* GIJUGGLE_BUTTON needs to have the BS_OWNERDRAW attribute for this to work.
*/
#ifdef OWNERDRAW_JUGGLE
static void
ceDrawIconButton( CEAppGlobals* globals, DRAWITEMSTRUCT* dis )
{
HBITMAP bmp = LoadBitmap( globals->hInst,
MAKEINTRESOURCE(IDB_JUGGLEBUTTON) );
if ( !!bmp ) {
ceDrawBitmapInRect( dis->hDC, &dis->rcItem, bmp );
DeleteObject( bmp );
}
} /* ceDrawColorButton */
#endif
LRESULT CALLBACK
GameInfo(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
{
@ -494,6 +512,13 @@ GameInfo(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
globals = giState->globals;
switch (message) {
#ifdef OWNERDRAW_JUGGLE
case WM_DRAWITEM: /* for BS_OWNERDRAW style */
ceDrawIconButton( globals, (DRAWITEMSTRUCT*)lParam );
return TRUE;
#endif
case WM_COMMAND:
id = LOWORD(wParam);
switch( id ) {