SHGetSpecialFolderPath. Cache the result of calling it. Note that
mingw SHGetSpecialFolderPath headers define SHGetSpecialFolderPath as
SHGetSpecialFolderPathW which isn't in the library; hack around that.
that control does not have focus. Do that. And since I can't figure
out how to use APIs available in CE to find edit controls dynamically
each dialog proc has to pass its IDs in. May fix that later, in which
case ceDlgSetEdits() should be removed.
Meaning: both exist in the resource, and at runtime we disable the
unwanted one and lookup IDs and sometimes window messages in order to
operate on 'em. Also, spinners send WM_NOTIFY messages, so handle
that. Current implementation is a bit of a hack but works.
Differs from Palm in having no edit field. Rather, a separate dialog
comes up to get the new name. Rather than reload the spinbox with a
new set of saved games after an action, just close and reopen the
dialog.
rather than hard-coded "SD Card" etc. to work in non-English cases;
fix password dialog to fit, and simplify it; fix backspace on
smartphone for all dialogs with EDIT fields to actually backspace
rather than exiting app; and in main window have it raise focus. This
change requires SHSendBackToFocusWindow(), which is not yet in cegcc.
Until I get a patch accepted this breaks wince builds.
setup of dialogs on CE. No need to move buttons, but now scrolling
may need to be enabled, dialogs made fullscreen, and softkeys added.
Add functions to be called from dialog's wndprocs to implement
scrolling.
that we can pull out and later replace any item by id alone. Do
something similar on Win32 to ease development. Remove '&' from
menuitem text, allowing winders to assign command keys, so that we
don't have to pull it before assigning text to softkey.
Call it when turn changes, new game is begun, and hint feature has
been used. Currently menuitem is duplicated. Goal is to remove the
item being attached to the left button and to replace it when another
is chosen.