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1 pmbaty 1
// dialog_quit.cpp
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#include "../common.h"
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// dialog template
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#define THIS_DIALOG DIALOG_QUIT
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// prototypes of local functions
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static void StartThread_ThisDialog (void *thread_parms);
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static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam);
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void DialogBox_Quit (void)
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{
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   // helper function to fire up the modeless dialog box
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   _beginthread (StartThread_ThisDialog, 0, NULL); // fire up a new thread to display the dialog box
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   return; // return as soon as the thread is fired up
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}
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void DialogBox_Quit_Validated (void)
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{
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   // callback function called by the main game thread when the dialog box is validated
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   // remember this callback is no longer to be called
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   is_dialogbox_quit_validated = false;
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   // destroy the main window, which in turn will raise the "terminate_everything" global flag
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   DestroyWindow (hMainWnd);
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   return; // finished, we're now quitting the program
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}
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static void StartThread_ThisDialog (void *thread_parms)
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{
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   // this function runs in a separate thread, for that's the only way (seemingly)
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   // to implement a non-modal message box using the Common Controls library.
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   // display the dialog box
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   if (DialogBox (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hMainWnd, DialogProc_ThisDialog) == 1)
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      is_dialogbox_quit_validated = true;
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   return; // _endthread() implied
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}
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static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam)
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{
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   // message handler for the dialog box
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   unsigned short wParam_hiword;
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   unsigned short wParam_loword;
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   // filter out the commonly used message values
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   wParam_hiword = HIWORD (wParam);
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   wParam_loword = LOWORD (wParam);
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   // have we just fired up this window ?
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   if (message == WM_INITDIALOG)
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   {
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      // center the window
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      CenterWindow (hWnd, hMainWnd);
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      // set dialog icons (small one for title bar & big one for task manager)
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      SendMessage (hWnd, WM_SETICON, ICON_SMALL, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
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      SendMessage (hWnd, WM_SETICON, ICON_BIG, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
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      // set window title and control texts
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      SetWindowText (hWnd, LOCALIZE (L"Quit_Title"));
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_QUIT_QUESTION), LOCALIZE (L"Quit_Question"));
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      SetWindowText (GetDlgItem (hWnd, BUTTON_GIVEUPANDQUIT), LOCALIZE (L"Quit_GiveUpAndQuit"));
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      SetWindowText (GetDlgItem (hWnd, BUTTON_BACKTOGAME), LOCALIZE (L"Quit_BackToGame"));
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_QUIT_STATUSBAR), LOCALIZE (L"Quit_StatusBar"));
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      // play the "question" system sound
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      PlaySound ((LPCWSTR) SND_ALIAS_SYSTEMASTERISK, NULL, SND_ALIAS_ID | SND_ASYNC);
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      // convert the status bar message to a hyperlink
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      ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_QUIT_STATUSBAR));
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   }
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   // else did we click the close button on the title bar ?
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   else if (message == WM_CLOSE)
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      EndDialog (hWnd, 0); // close the dialog box
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   // else did we take action on one of the controls ?
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   else if (message == WM_COMMAND)
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   {
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      // did we cancel the dialog box ? (IDCANCEL is a system-wide dialog box handler value, that catches the ESC key)
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      if (wParam_loword == IDCANCEL)
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         EndDialog (hWnd, 0); // close the dialog box
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      // else was it the quit button ?
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      else if (wParam_loword == BUTTON_GIVEUPANDQUIT)
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         EndDialog (hWnd, 1); // close the dialog box and return a success value
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      // else was it the back to game button ?
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      else if (wParam_loword == BUTTON_BACKTOGAME)
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         EndDialog (hWnd, 0); // close the dialog box
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      // else was it the status bar hyperlink ?
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      else if (wParam_loword == STATICTEXT_QUIT_STATUSBAR)
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         ShellExecute (NULL, L"open", PROGRAM_URL, NULL, NULL, SW_MAXIMIZE); // open the donation page in the default browser, maximized
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   }
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   // call the default dialog message processing function to keep things going
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   return (false);
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}