mirror of
git://xwords.git.sourceforge.net/gitroot/xwords/xwords
synced 2024-12-28 09:58:30 +01:00
7248ee8ad9
selector is disabled (for game info use of new game dialog.)
763 lines
25 KiB
C
Executable file
763 lines
25 KiB
C
Executable file
/* -*-mode: C; fill-column: 77; c-basic-offset: 4; compile-command: "make TARGET_OS=wince DEBUG=TRUE"; -*- */
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/*
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* Copyright 2002-2009 by Eric House (xwords@eehouse.org). All rights
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* reserved.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include <stdio.h> /* swprintf */
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#include "ceginfo.h"
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#include "cemain.h"
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#include "ceutil.h"
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#include "cedict.h"
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#include "cecondlg.h"
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#include "strutils.h"
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#include "cedebug.h"
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#include "strutils.h"
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#define NUM_COLS 4
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#define MENUDICTS_INCR 16
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static XP_S16
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findInsertPoint( const wchar_t* wPath, wchar_t** menuDicts,
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XP_U16 nMenuDicts )
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{
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XP_S16 loc = 0; /* simple case: nothing here */
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if ( nMenuDicts > 0 ) {
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wchar_t thisShortBuf[CE_MAX_PATH_LEN+1];
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wchar_t* thisShortName = wbname( thisShortBuf, sizeof(thisShortBuf),
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wPath );
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/* If the short path doesn't already exist, find where it belongs. This
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is wasteful if we're doing this a lot since the short path isn't
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cached. */
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for ( /* loc = 0*/; loc < nMenuDicts; ++loc ) {
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wchar_t oneShortBuf[CE_MAX_PATH_LEN+1];
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wchar_t* oneShortName = wbname( oneShortBuf, sizeof(oneShortBuf),
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menuDicts[loc] );
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int diff = _wcsicmp( thisShortName, oneShortName );
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if ( diff > 0 ) {
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continue;
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} else if ( diff == 0 ) {
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loc = -1;
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}
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break;
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}
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}
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return loc;
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} /* findInsertPoint */
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static XP_Bool
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addDictToState( const wchar_t* wPath, XP_U16 XP_UNUSED(index), void* ctxt )
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{
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GameInfoState* state = (GameInfoState*)ctxt;
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/* Let's display only the short form, but save the whole path */
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wchar_t* wstr;
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XP_U16 len;
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XP_S16 loc; /* < 0 means skip it */
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loc = findInsertPoint( wPath, state->menuDicts,
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state->nMenuDicts );
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if ( loc >= 0 ) {
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/* make a copy of the long name */
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len = wcslen( wPath ) + 1;
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wstr = (wchar_t*)XP_MALLOC( state->dlgHdr.globals->mpool,
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len * sizeof(wstr[0]) );
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XP_MEMCPY( wstr, wPath, len*sizeof(wstr[0]) );
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if ( !state->menuDicts ) {
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XP_ASSERT( state->nMenuDicts == 0 );
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XP_ASSERT( state->capMenuDicts == 0 );
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state->capMenuDicts = MENUDICTS_INCR;
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state->menuDicts
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= (wchar_t**)XP_MALLOC( state->dlgHdr.globals->mpool,
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state->capMenuDicts
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* sizeof(state->menuDicts[0]) );
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} else if ( state->nMenuDicts == state->capMenuDicts ) {
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state->capMenuDicts += MENUDICTS_INCR;
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state->menuDicts
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= (wchar_t**)XP_REALLOC( state->dlgHdr.globals->mpool,
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state->menuDicts,
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state->capMenuDicts
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* sizeof(state->menuDicts[0]) );
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}
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if ( loc < state->nMenuDicts ) {
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XP_MEMMOVE( &state->menuDicts[loc+1], &state->menuDicts[loc],
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(state->nMenuDicts - loc)
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* sizeof(state->menuDicts[0]) );
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}
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state->menuDicts[loc] = wstr;
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++state->nMenuDicts;
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}
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return XP_FALSE;
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} /* addDictToState */
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static void
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addDictsToMenu( GameInfoState* state )
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{
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wchar_t* shortname;
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wchar_t shortPath[CE_MAX_PATH_LEN+1];
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XP_U16 i, nMenuDicts = state->nMenuDicts;
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XP_S16 sel = 0;
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CEAppGlobals* globals = state->dlgHdr.globals;
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/* insert the short names in the menu */
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for ( i = 0; i < nMenuDicts; ++i ) {
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wchar_t* wPath = state->menuDicts[i];
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shortname = wbname( shortPath, sizeof(shortPath), wPath );
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SendDlgItemMessage( state->dlgHdr.hDlg, state->dictListId,
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ADDSTRING(globals), 0, (long)shortname );
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if ( state->newDictName[0] != 0 && sel == 0 ) {
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XP_UCHAR buf[CE_MAX_PATH_LEN+1];
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WideCharToMultiByte( CP_ACP, 0, wPath, -1, buf, sizeof(buf),
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NULL, NULL );
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if ( 0 == XP_STRCMP( buf, state->newDictName ) ) {
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sel = i;
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}
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}
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}
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SendDlgItemMessage( state->dlgHdr.hDlg, state->dictListId,
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SETCURSEL(globals), sel, 0L );
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} /* addDictsToMenu */
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static void
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cleanupGameInfoState( GameInfoState* state )
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{
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if ( !!state->menuDicts ) {
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XP_U16 nMenuDicts = state->nMenuDicts;
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XP_U16 i;
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for ( i = 0; i < nMenuDicts; ++i ) {
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XP_FREE( state->dlgHdr.globals->mpool, state->menuDicts[i] );
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}
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XP_FREE( state->dlgHdr.globals->mpool, state->menuDicts );
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state->menuDicts = NULL;
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}
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if ( !!state->moveIds ) {
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XP_FREE( state->dlgHdr.globals->mpool, state->moveIds );
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state->moveIds = NULL;
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}
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} /* cleanupGameInfoState */
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static void
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loadFromGameInfo( GameInfoState* state )
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{
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XP_U16 ii;
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CEAppGlobals* globals = state->dlgHdr.globals;
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CurGameInfo* gi = &globals->gameInfo;
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#ifndef XWFEATURE_STANDALONE_ONLY
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wchar_t* roles[] = { L"Standalone", L"Host", L"Guest" };
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for ( ii = 0; ii < VSIZE(roles); ++ii ) {
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SendDlgItemMessage( state->dlgHdr.hDlg, state->roleComboId,
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ADDSTRING(globals), 0, (long)roles[ii] );
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}
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#endif
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for ( ii = 0; ii < MAX_NUM_PLAYERS; ++ii ) {
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wchar_t widebuf[8];
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/* put a string in the moronic combobox */
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swprintf( widebuf, L"%d", ii + 1 );
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SendDlgItemMessage( state->dlgHdr.hDlg, state->nPlayersId,
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ADDSTRING(globals), 0, (long)widebuf );
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}
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newg_load( state->newGameCtx, gi );
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#ifndef STUBBED_DICT
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if ( !!gi->dictName ) {
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XP_MEMCPY( state->newDictName, gi->dictName,
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(XP_U16)XP_STRLEN(gi->dictName)+1 );
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}
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if ( state->isNewGame ) {
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(void)ceLocateNDicts( globals, CE_MAXDICTS, addDictToState, state );
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} else {
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wchar_t wPath[CE_MAX_PATH_LEN+1];
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XP_ASSERT( gi->dictName[0] != '\0' );
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MultiByteToWideChar( CP_ACP, MB_PRECOMPOSED, gi->dictName, -1,
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wPath, VSIZE(wPath) );
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(void)addDictToState( wPath, 0, state );
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}
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addDictsToMenu( state );
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#endif
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if ( !state->isNewGame ) {
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ceEnOrDisable( state->dlgHdr.hDlg, state->dictListId, XP_FALSE );
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}
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} /* loadFromGameInfo */
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static XP_Bool
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stateToGameInfo( GameInfoState* state )
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{
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CEAppGlobals* globals = state->dlgHdr.globals;
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CurGameInfo* gi = &globals->gameInfo;
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HWND hDlg = state->dlgHdr.hDlg;
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XP_Bool timerOn;
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XP_Bool success = newg_store( state->newGameCtx, gi, XP_TRUE );
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if ( success ) {
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/* dictionary */ {
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int sel;
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sel = SendDlgItemMessage( hDlg, state->dictListId,
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GETCURSEL(globals), 0, 0L );
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if ( sel >= 0 ) {
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WideCharToMultiByte( CP_ACP, 0, state->menuDicts[sel], -1,
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state->newDictName,
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sizeof(state->newDictName), NULL, NULL );
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}
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replaceStringIfDifferent( globals->mpool, &gi->dictName,
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state->newDictName );
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}
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/* timer */
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timerOn = ceGetChecked( hDlg, TIMER_CHECK );
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gi->timerEnabled = timerOn;
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if ( timerOn ) {
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XP_UCHAR numBuf[10];
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XP_U16 len = sizeof(numBuf);
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ceGetDlgItemText( hDlg, TIMER_EDIT, numBuf, &len );
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if ( len > 0 ) {
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XP_U16 num = atoi( numBuf );
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gi->gameSeconds = num * 60;
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}
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}
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/* preferences */
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if ( state->prefsChanged ) {
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loadCurPrefsFromState( globals, &globals->appPrefs, gi,
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&state->prefsPrefs );
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}
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}
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return success;
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} /* stateToGameInfo */
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static void
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raiseForHiddenPlayers( GameInfoState* state, XP_U16 nPlayers )
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{
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HWND hDlg = state->dlgHdr.hDlg;
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XP_U16 ii;
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XP_S16 moveY;
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if ( nPlayers != state->prevNPlayers ) {
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if ( !state->moveIds ) {
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XP_S16 ids[32];
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HWND child;
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RECT rect;
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XP_U16 playersBottom;
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ceGetItemRect( hDlg, NAME_EDIT4, &rect );
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playersBottom = rect.bottom;
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ceGetItemRect( hDlg, NAME_EDIT3, &rect );
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state->playersSpacing = playersBottom - rect.bottom;
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for ( child = GetWindow( hDlg, GW_CHILD ), ii = 0;
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!!child;
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child = GetWindow( child, GW_HWNDNEXT ) ) {
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XP_S16 resID = GetDlgCtrlID( child );
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if ( resID > 0 ) {
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ceGetItemRect( hDlg, resID, &rect );
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if ( rect.top > playersBottom ) {
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XP_ASSERT( ii < VSIZE(ids)-1 );
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ids[ii] = resID;
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++ii;
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}
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}
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}
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state->moveIds = XP_MALLOC( state->dlgHdr.globals->mpool,
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sizeof(state->moveIds[0]) * ii );
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XP_MEMCPY( state->moveIds, ids,
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sizeof(state->moveIds[0]) * ii );
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state->nMoveIds = ii;
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}
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moveY = state->playersSpacing * (nPlayers - state->prevNPlayers);
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for ( ii = 0; ii < state->nMoveIds; ++ii ) {
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ceMoveItem( hDlg, state->moveIds[ii], 0, moveY );
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}
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state->prevNPlayers = nPlayers;
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#ifdef _WIN32_WCE
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if ( IS_SMARTPHONE(state->dlgHdr.globals) ) {
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SendMessage( hDlg, DM_RESETSCROLL, (WPARAM)FALSE, (LPARAM)TRUE );
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}
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#endif
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}
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}
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static void
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handlePrefsButton( HWND hDlg, CEAppGlobals* globals, GameInfoState* state )
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{
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CePrefsDlgState prefsState;
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/* need to keep my stuff in a temporary place and to read back out of it
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if launched a second time before the user's cancelled or not out of
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the calling dlg.*/
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if ( WrapPrefsDialog( hDlg, globals, &prefsState, &state->prefsPrefs,
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state->isNewGame ) ) {
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state->prefsChanged = XP_TRUE;
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state->colorsChanged = prefsState.colorsChanged;
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/* nothing to do until user finally does confirm the parent dialog */
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}
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} /* handlePrefsButton */
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#ifndef XWFEATURE_STANDALONE_ONLY
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static void
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handleConnOptionsButton( GameInfoState* state, DeviceRole role )
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{
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HWND hDlg = state->dlgHdr.hDlg;
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CEAppGlobals* globals = state->dlgHdr.globals;
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if ( role == SERVER_STANDALONE ) {
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NGValue value;
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role = (DeviceRole)SendDlgItemMessage( hDlg,
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state->roleComboId,
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GETCURSEL(globals), 0,
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0L);
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value.ng_role = role;
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newg_attrChanged( state->newGameCtx, NG_ATTR_ROLE, value );
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}
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state->lastRole = role;
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if ( role != SERVER_STANDALONE) {
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if ( WrapConnsDlg( hDlg, globals, &state->prefsPrefs.addrRec,
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&state->prefsPrefs.addrRec, role,
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state->isNewGame ) ) {
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state->addrChanged = XP_TRUE;
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}
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}
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} /* handleConnOptionsButton */
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#endif
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static XP_U16
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resIDForCol( XP_U16 player, NewGameColumn col )
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{
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XP_U16 resID = 0;
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switch ( col ) {
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#ifndef XWFEATURE_STANDALONE_ONLY
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case NG_COL_REMOTE:
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resID = REMOTE_CHECK1;
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break;
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#endif
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case NG_COL_ROBOT:
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resID = ROBOT_CHECK1;
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break;
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case NG_COL_NAME:
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resID = NAME_EDIT1;
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break;
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case NG_COL_PASSWD:
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resID = PASS_EDIT1;
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break;
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}
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XP_ASSERT( resID != 0 );
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return resID + ( player * NUM_COLS );
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} /* resIDForCol */
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static XP_U16
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resIDForAttr( GameInfoState* state, NewGameAttr attr )
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{
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XP_U16 resID = 0;
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switch( attr ) {
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case NG_ATTR_NPLAYERS:
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resID = state->nPlayersId;
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break;
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#ifndef XWFEATURE_STANDALONE_ONLY
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case NG_ATTR_ROLE:
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resID = state->roleComboId;
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break;
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case NG_ATTR_REMHEADER:
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resID = IDC_REMOTE_LABEL;
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break;
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#endif
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case NG_ATTR_NPLAYHEADER:
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resID = IDC_TOTAL_LABEL;
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break;
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case NG_ATTR_CANJUGGLE:
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resID = GIJUGGLE_BUTTON;
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break;
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default:
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break;
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}
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XP_ASSERT( resID != 0 );
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return resID;
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} /* resIDForAttr */
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static void
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doForNWEnable( HWND hDlg, XP_U16 resID, XP_TriEnable enable )
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{
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XP_Bool makeVisible = enable != TRI_ENAB_HIDDEN;
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ceShowOrHide( hDlg, resID, makeVisible );
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if ( makeVisible ) {
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ceEnOrDisable( hDlg, resID, enable == TRI_ENAB_ENABLED );
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}
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} /* doForNWEnable */
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static void
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ceEnableColProc( void* closure, XP_U16 player, NewGameColumn col,
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XP_TriEnable enable )
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{
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GameInfoState* state = (GameInfoState*)closure;
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XP_U16 resID = resIDForCol( player, col );
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doForNWEnable( state->dlgHdr.hDlg, resID, enable );
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}
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static void
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ceEnableAttrProc( void* closure, NewGameAttr attr, XP_TriEnable enable )
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{
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GameInfoState* state = (GameInfoState*)closure;
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XP_U16 resID = resIDForAttr( state, attr );
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doForNWEnable( state->dlgHdr.hDlg, resID, enable );
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} /* ceEnableAttrProc */
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static void
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ceGetColProc( void* closure, XP_U16 player, NewGameColumn col,
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NgCpCallbk cpcb, const void* cpClosure )
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{
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NGValue value;
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GameInfoState* state = (GameInfoState*)closure;
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XP_U16 resID = resIDForCol( player, col );
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XP_UCHAR txt[128];
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XP_U16 len;
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switch ( col ) {
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#ifndef XWFEATURE_STANDALONE_ONLY
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case NG_COL_REMOTE:
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#endif
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case NG_COL_ROBOT:
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value.ng_bool = ceGetChecked( state->dlgHdr.hDlg, resID );
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break;
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case NG_COL_NAME:
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case NG_COL_PASSWD:
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len = sizeof(txt);
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ceGetDlgItemText( state->dlgHdr.hDlg, resID, txt, &len );
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value.ng_cp = &txt[0];
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break;
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default:
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XP_ASSERT(0);
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}
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(*cpcb)( value, cpClosure );
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} /* ceGetColProc */
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static void
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ceSetColProc( void* closure, XP_U16 player, NewGameColumn col,
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const NGValue value )
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{
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GameInfoState* state = (GameInfoState*)closure;
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XP_U16 resID = resIDForCol( player, col );
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const XP_UCHAR* cp;
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XP_UCHAR buf[16];
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switch( col ) {
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case NG_COL_PASSWD:
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case NG_COL_NAME:
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if ( NULL != value.ng_cp ) {
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cp = value.ng_cp;
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} else if ( col == NG_COL_NAME ) {
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snprintf( buf, sizeof(buf), "Player %d", player + 1 );
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cp = buf;
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} else {
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cp = "";
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}
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ceSetDlgItemText( state->dlgHdr.hDlg, resID, cp );
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break;
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#ifndef XWFEATURE_STANDALONE_ONLY
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case NG_COL_REMOTE:
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#endif
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case NG_COL_ROBOT:
|
|
ceSetChecked( state->dlgHdr.hDlg, resID, value.ng_bool );
|
|
break;
|
|
default:
|
|
XP_ASSERT(0);
|
|
}
|
|
} /* ceSetColProc */
|
|
|
|
static void
|
|
ceSetAttrProc(void* closure, NewGameAttr attr, const NGValue value )
|
|
{
|
|
GameInfoState* state = (GameInfoState*)closure;
|
|
XP_U16 resID = resIDForAttr( state, attr );
|
|
CEAppGlobals* globals = state->dlgHdr.globals;
|
|
|
|
switch ( attr ) {
|
|
case NG_ATTR_NPLAYERS:
|
|
SendDlgItemMessage( state->dlgHdr.hDlg, resID,
|
|
SETCURSEL(globals),
|
|
value.ng_u16 - 1, 0L );
|
|
raiseForHiddenPlayers( state, value.ng_u16 );
|
|
break;
|
|
#ifndef XWFEATURE_STANDALONE_ONLY
|
|
case NG_ATTR_ROLE:
|
|
SendDlgItemMessage( state->dlgHdr.hDlg, resID, SETCURSEL(globals),
|
|
value.ng_role, 0L );
|
|
break;
|
|
#endif
|
|
case NG_ATTR_NPLAYHEADER:
|
|
ceSetDlgItemText( state->dlgHdr.hDlg, resID, value.ng_cp );
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
} /* ceSetAttrProc */
|
|
|
|
static XP_U16
|
|
playerFromID( XP_U16 id, XP_U16 base )
|
|
{
|
|
XP_U16 player;
|
|
player = (id - base) / NUM_COLS;
|
|
return player;
|
|
}
|
|
|
|
static void
|
|
handleColChecked( GameInfoState* state, XP_U16 id, XP_U16 base )
|
|
{
|
|
NGValue value;
|
|
XP_U16 player = playerFromID( id, base );
|
|
|
|
value.ng_bool = ceGetChecked( state->dlgHdr.hDlg, id );
|
|
|
|
newg_colChanged( state->newGameCtx, player );
|
|
}
|
|
|
|
/* 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
|
|
|
|
static void
|
|
checkUpdateCombo( GameInfoState* state, XP_U16 id )
|
|
{
|
|
HWND hDlg = state->dlgHdr.hDlg;
|
|
|
|
if ( id == state->nPlayersId ) {
|
|
if ( state->isNewGame ) { /* ignore if in info mode */
|
|
XP_S16 sel;
|
|
XP_U16 nPlayers;
|
|
NGValue value;
|
|
|
|
sel = SendDlgItemMessage( hDlg, id,
|
|
GETCURSEL(state->dlgHdr.globals), 0, 0L);
|
|
nPlayers = 1 + sel;
|
|
value.ng_u16 = nPlayers;
|
|
XP_ASSERT( !!state->newGameCtx );
|
|
newg_attrChanged( state->newGameCtx,
|
|
NG_ATTR_NPLAYERS, value );
|
|
|
|
raiseForHiddenPlayers( state, nPlayers );
|
|
}
|
|
} else if ( id == state->roleComboId ) {
|
|
XP_ASSERT( SERVER_STANDALONE == 0 );
|
|
handleConnOptionsButton( state, SERVER_STANDALONE );
|
|
}
|
|
} /* checkUpdateCombo */
|
|
|
|
/* If we're mid-game and can't change role, click on role dropdown should
|
|
* still bring up conns dialog in read-only mode.
|
|
*/
|
|
static void
|
|
checkRoleClick( GameInfoState* state, XP_U16 xx, XP_U16 yy )
|
|
{
|
|
RECT rect;
|
|
ceGetItemRect( state->dlgHdr.hDlg, state->roleComboId, &rect );
|
|
|
|
/* Isn't there API for PtInRect? */
|
|
if ( xx > rect.left && xx < rect.right
|
|
&& yy > rect.top && yy < rect.bottom ) {
|
|
handleConnOptionsButton( state, state->lastRole );
|
|
}
|
|
} /* checkRoleClick */
|
|
|
|
LRESULT CALLBACK
|
|
GameInfo(HWND hDlg, UINT message, WPARAM wParam, LPARAM lParam)
|
|
{
|
|
CEAppGlobals* globals;
|
|
XP_U16 id;
|
|
GameInfoState* state;
|
|
LRESULT result = FALSE;
|
|
|
|
/* XP_LOGF( "%s: %s(%d)", __func__, messageToStr( message ), message ); */
|
|
|
|
if ( message == WM_INITDIALOG ) {
|
|
SetWindowLongPtr( hDlg, GWL_USERDATA, lParam );
|
|
state = (GameInfoState*)lParam;
|
|
globals = state->dlgHdr.globals;
|
|
|
|
state->nPlayersId = LB_IF_PPC(globals,IDC_NPLAYERSCOMBO);
|
|
#ifndef XWFEATURE_STANDALONE_ONLY
|
|
state->roleComboId = LB_IF_PPC(globals, IDC_ROLECOMBO);
|
|
#endif
|
|
state->dictListId = LB_IF_PPC(globals,IDC_DICTLIST);
|
|
state->prevNPlayers = MAX_NUM_PLAYERS;
|
|
|
|
ceDlgSetup( &state->dlgHdr, hDlg, DLG_STATE_TRAPBACK );
|
|
#ifndef XWFEATURE_STANDALONE_ONLY
|
|
ceDlgComboShowHide( &state->dlgHdr, IDC_ROLECOMBO );
|
|
#endif
|
|
ceDlgComboShowHide( &state->dlgHdr, IDC_NPLAYERSCOMBO );
|
|
ceDlgComboShowHide( &state->dlgHdr, IDC_DICTLIST );
|
|
|
|
state->newGameCtx = newg_make( MPPARM(globals->mpool)
|
|
state->isNewGame,
|
|
&globals->util,
|
|
ceEnableColProc,
|
|
ceEnableAttrProc,
|
|
ceGetColProc,
|
|
ceSetColProc,
|
|
ceSetAttrProc,
|
|
state );
|
|
|
|
loadFromGameInfo( state );
|
|
loadStateFromCurPrefs( globals, &globals->appPrefs, &globals->gameInfo,
|
|
&state->prefsPrefs );
|
|
|
|
if ( state->isNewGame ) {
|
|
(void)SetWindowText( hDlg, L"New game" );
|
|
}
|
|
|
|
result = TRUE;
|
|
|
|
} else {
|
|
state = (GameInfoState*)GetWindowLongPtr( hDlg, GWL_USERDATA );
|
|
if ( !!state ) {
|
|
globals = state->dlgHdr.globals;
|
|
|
|
XP_ASSERT( hDlg == state->dlgHdr.hDlg );
|
|
result = ceDoDlgHandle( &state->dlgHdr, message, wParam, lParam );
|
|
if ( !result ) {
|
|
switch (message) {
|
|
|
|
#ifdef OWNERDRAW_JUGGLE
|
|
case WM_DRAWITEM: /* for BS_OWNERDRAW style */
|
|
ceDrawIconButton( globals, (DRAWITEMSTRUCT*)lParam );
|
|
result = TRUE;
|
|
break;
|
|
#endif
|
|
|
|
case WM_NOTIFY:
|
|
if ( !!state->newGameCtx ) {
|
|
checkUpdateCombo( state, LOWORD(wParam)-1 );
|
|
}
|
|
break;
|
|
|
|
case WM_LBUTTONUP:
|
|
if ( !state->isNewGame ) {
|
|
checkRoleClick( state, LOWORD(lParam), HIWORD(lParam) );
|
|
}
|
|
break;
|
|
|
|
case WM_COMMAND:
|
|
result = TRUE;
|
|
id = LOWORD(wParam);
|
|
if ( id == state->nPlayersId
|
|
#ifndef XWFEATURE_STANDALONE_ONLY
|
|
|| id == state->roleComboId
|
|
#endif
|
|
) {
|
|
if ( HIWORD(wParam) == CBN_SELCHANGE ) {
|
|
checkUpdateCombo( state, id );
|
|
}
|
|
} else {
|
|
switch( id ) {
|
|
case ROBOT_CHECK1:
|
|
case ROBOT_CHECK2:
|
|
case ROBOT_CHECK3:
|
|
case ROBOT_CHECK4:
|
|
handleColChecked( state, id, ROBOT_CHECK1 );
|
|
break;
|
|
|
|
#ifndef XWFEATURE_STANDALONE_ONLY
|
|
case REMOTE_CHECK1:
|
|
case REMOTE_CHECK2:
|
|
case REMOTE_CHECK3:
|
|
case REMOTE_CHECK4:
|
|
handleColChecked( state, id, REMOTE_CHECK1 );
|
|
break;
|
|
|
|
case IDC_ROLECOMBO:
|
|
case IDC_ROLECOMBO_PPC:
|
|
if ( HIWORD(wParam) == CBN_SELCHANGE ) {
|
|
/* If we've switched to a state where we'll be
|
|
connecting */
|
|
handleConnOptionsButton( state, SERVER_STANDALONE );
|
|
}
|
|
break;
|
|
#endif
|
|
case GIJUGGLE_BUTTON:
|
|
XP_ASSERT( state->isNewGame );
|
|
/* Juggle vs switch. On Win32, updates are
|
|
coalesced so you don't see anything on screen
|
|
if you change a field then change it back. In
|
|
terms of messages, all we see here is a
|
|
WM_CTLCOLOREDIT for each field being changed.
|
|
If I post a custom event here, it comes in
|
|
*before* the WM_CTLCOLOREDIT events. Short of
|
|
a timer, which starts a race with the user, I
|
|
see no way to get notified after the drawing's
|
|
done. So for now, we switch rather than
|
|
juggle: call juggle until something actually
|
|
happens. */
|
|
while ( !newg_juggle( state->newGameCtx ) ) {
|
|
}
|
|
break;
|
|
|
|
case OPTIONS_BUTTON:
|
|
handlePrefsButton( hDlg, globals, state );
|
|
break;
|
|
|
|
case IDOK:
|
|
if ( !stateToGameInfo( state ) ) {
|
|
break;
|
|
}
|
|
case IDCANCEL:
|
|
EndDialog(hDlg, id);
|
|
state->userCancelled = id == IDCANCEL;
|
|
cleanupGameInfoState( state );
|
|
newg_destroy( state->newGameCtx );
|
|
state->newGameCtx = NULL;
|
|
}
|
|
break;
|
|
default:
|
|
result = FALSE;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return result;
|
|
} /* GameInfo */
|