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// dialog_resign.cpp
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#include "../common.h"
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// dialog template
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#define THIS_DIALOG DIALOG_RESIGN
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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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static int resign_type;
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void DialogBox_Resign (int type)
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{
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   // helper function to fire up the modeless dialog box
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   resign_type = type; // save the resign type for later use
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   is_dialogbox_displayed = true;
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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_Resign_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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   player_t *network_player;
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   // remember this callback is no longer to be called
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   is_dialogbox_resign_validated = false;
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   // see if we're playing against a remote opponent
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   network_player = Player_FindByType (PLAYER_INTERNET); // quick access to network player
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   // is it an online game ?
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   if (network_player != NULL)
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      Player_SendBuffer_Add (network_player, 1000, L"resign\n"); // if so, send a resign command
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   // else we're playing locally (either vs. another human or vs. computer)
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   else
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   {
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      Scene_Shutdown (&the_scene); // release scene
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      Board_Shutdown (&the_board); // release chess game
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      Board_Init (&the_board, PLAYER_HUMAN, PLAYER_HUMAN, L"standard", FENSTARTUP_STANDARDCHESS); // prepare a new human vs human game (by default)
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      Scene_Init (&the_scene, &the_board); // initialize scene
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      SetWindowText (hMainWnd, PROGRAM_NAME); // update window title
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      if (resign_type == RESIGNTYPE_NEWGAME)
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         DialogBox_NewGame (); // show the new game dialog box
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      else if (resign_type == RESIGNTYPE_LOADGAME)
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         DialogBox_Load (); // show the open dialog box
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   }
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   the_board.reevaluate = true; // evaluate the new board
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   the_scene.update = true; // update scene
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   return; // finished, we have resigned from game
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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_resign_validated = true;
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   is_dialogbox_displayed = false;
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   the_board.reevaluate = true; // refresh the GUI buttons if needed
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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_RESIGN_QUESTION), LOCALIZE (L"Resign_Question"));
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      SetWindowText (GetDlgItem (hWnd, BUTTON_GIVEUP), LOCALIZE (L"Resign_GiveUp"));
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      SetWindowText (GetDlgItem (hWnd, BUTTON_BACKTOGAME), LOCALIZE (L"Resign_BackToGame"));
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      Static_SetText (GetDlgItem (hWnd, STATICTEXT_RESIGN_STATUSBAR), LOCALIZE (L"Resign_StatusBar"));
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      // play the "important notification" sound
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      Audio_PlaySound (SOUNDTYPE_IMPORTANT, 0.0f, 0.0f, 0.04f); // play at the center of the board
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      // convert the status bar message to a hyperlink
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      ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_RESIGN_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_GIVEUP)
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         EndDialog (hWnd, 1); // close the dialog box and return a success code
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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_RESIGN_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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}