Subversion Repositories Games.Chess Giants

Rev

Rev 140 | Blame | Compare with Previous | Last modification | View Log | Download | RSS feed

  1. // dialog_challenge.cpp
  2.  
  3. #include "../common.h"
  4.  
  5.  
  6. // dialog template
  7. #define THIS_DIALOG DIALOG_CHALLENGE
  8.  
  9.  
  10. // local definitions
  11. #define TIMER_REFRESHDIALOG 1
  12.  
  13.  
  14. // global variables used in this module only
  15. static bool is_challengeaccepted = false;
  16. static wchar_t challenge_gametype[32];
  17. static wchar_t challenger_nickname[32];
  18.  
  19.  
  20. // prototypes of local functions
  21. static void StartThread_ThisDialog (void *thread_parms);
  22. static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam);
  23.  
  24.  
  25. void DialogBox_Challenge (int challenge_index)
  26. {
  27.    // helper function to fire up the modeless dialog box
  28.  
  29.    is_dialogbox_displayed = true;
  30.    _beginthread (StartThread_ThisDialog, 0, (void *) challenge_index); // fire up the thread
  31.    return; // return as soon as the thread is fired up
  32. }
  33.  
  34.  
  35. void DialogBox_Challenge_Validated (void)
  36. {
  37.    // callback function called by the main game thread when the dialog box is validated
  38.  
  39.    player_t *network_player;
  40.    interlocutor_t *interlocutor;
  41.  
  42.    // remember this callback is no longer to be called
  43.    is_dialogbox_challenge_validated = false;
  44.  
  45.    network_player = Player_FindByType (PLAYER_INTERNET); // quick access to network player
  46.    if (network_player == NULL)
  47.       return; // consistency check
  48.  
  49.    // did we accept the challenge ? if so, send an accept reply, else decline it
  50.    if (is_challengeaccepted)
  51.    {
  52.       // send the accept notification and print a notification in this player's chat window
  53.       Player_SendBuffer_Add (network_player, 1000, L"accept %s\n", challenger_nickname);
  54.       interlocutor = Interlocutor_FindOrCreate (challenger_nickname);
  55.       Interlocutor_Notify (interlocutor, LOCALIZE (L"Chat_InvitationAcceptedByYou"), challenger_nickname);
  56.       if (IsWindow (interlocutor->hWnd))
  57.          ShowWindow (interlocutor->hWnd, SW_MINIMIZE); // minimize chat window immediately
  58.  
  59.       // remember the game rules
  60.       wcscpy_s (the_board.game_rules, WCHAR_SIZEOF (the_board.game_rules), challenge_gametype);
  61.    }
  62.    else
  63.    {
  64.       // send the decline notification and print a notification in this player's chat window
  65.       Player_SendBuffer_Add (network_player, 1000, L"decline %s\n", challenger_nickname);
  66.       Interlocutor_Notify (Interlocutor_FindOrCreate (challenger_nickname), LOCALIZE (L"Chat_InvitationDeclinedByYou"), challenger_nickname);
  67.    }
  68.  
  69.    return; // finished, challenge has been either accepted or declined
  70. }
  71.  
  72.  
  73. static void StartThread_ThisDialog (void *thread_parms)
  74. {
  75.    // this function runs in a separate thread, for that's the only way (seemingly)
  76.    // to implement a non-modal message box using the Common Controls library.
  77.  
  78.    int challenge_index;
  79.    int interlocutor_index;
  80.    challenge_t *challenge;
  81.    HWND hParentWnd;
  82.    int retval;
  83.    //int error;
  84.  
  85.    challenge_index = (int) thread_parms;
  86.  
  87.    challenge = &challenges[challenge_index]; // quick access to challenge
  88.  
  89.    // see if we are already talking to this interlocutor, loop through all of them...
  90.    hParentWnd = hMainWnd; // assume parent window will be the main window, until told otherwise
  91.    for (interlocutor_index = 0; interlocutor_index < interlocutor_count; interlocutor_index++)
  92.       if (interlocutors[interlocutor_index].is_active && (_wcsicmp (challenge->challenger, interlocutors[interlocutor_index].nickname) == 0))
  93.       {
  94.          hParentWnd = interlocutors[interlocutor_index].hWnd; // if found, parent window will be this interlocutor's chat window
  95.          break; // break as soon as we find it
  96.       }
  97.  
  98.    // display the dialog box
  99.    retval = DialogBoxParam (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hParentWnd, DialogProc_ThisDialog, (LPARAM) challenge_index);
  100.    is_dialogbox_displayed = false;
  101.    //error = GetLastError ();
  102.    is_challengeaccepted = (retval != 0);
  103.    is_dialogbox_challenge_validated = true;
  104.  
  105.    challenge = &challenges[challenge_index]; // restore access to challenge (it may have relocated !)
  106.    challenge->is_active = false; // remember challenge has gone away
  107.  
  108.    the_board.reevaluate = true; // refresh the GUI buttons if needed
  109.    return; // _endthread() implied
  110. }
  111.  
  112.  
  113. static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam)
  114. {
  115.    // message handler for the dialog box
  116.  
  117.    unsigned short wParam_hiword;
  118.    unsigned short wParam_loword;
  119.    challenge_t *challenge;
  120.    wchar_t game_name[64];
  121.    wchar_t temp_string[256];
  122.  
  123.    // filter out the commonly used message values
  124.    wParam_hiword = HIWORD (wParam);
  125.    wParam_loword = LOWORD (wParam);
  126.  
  127.    // have we just fired up this window ?
  128.    if (message == WM_INITDIALOG)
  129.    {
  130.       challenge = &challenges[lParam]; // quick access to challenge
  131.       challenge->hWnd = hWnd; // save challenge window handle
  132.       SetWindowLongPtr (hWnd, DWLP_USER, lParam); // and attach challenge number to window
  133.  
  134.       // center the window
  135.       CenterWindow (hWnd, hMainWnd);
  136.  
  137.       // set window title and control texts
  138.       SetWindowText (hWnd, LOCALIZE (L"Challenge_Title"));
  139.       SetDlgItemText (hWnd, BUTTON_ACCEPT, LOCALIZE (L"Button_Accept"));
  140.       SetDlgItemText (hWnd, BUTTON_DECLINE, LOCALIZE (L"Button_Decline"));
  141.       SetDlgItemText (hWnd, STATICTEXT_CHALLENGE_STATUSBAR, LOCALIZE (L"Challenge_StatusBar"));
  142.  
  143.       // start refreshing the window every second
  144.       SetTimer (hWnd, TIMER_REFRESHDIALOG, 1000, NULL);
  145.       SendMessage (hWnd, WM_TIMER, TIMER_REFRESHDIALOG, 0);
  146.  
  147.       // convert the challenger name and the status bar message to hyperlinks
  148.       ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_CHALLENGE_CHALLENGER));
  149.       ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_CHALLENGE_STATUSBAR));
  150.    }
  151.  
  152.    // else did we click the close button on the title bar ?
  153.    else if (message == WM_CLOSE)
  154.    {
  155.       KillTimer (hWnd, TIMER_REFRESHDIALOG); // destroy the timer we used to refresh the dialog text
  156.       EndDialog (hWnd, 0); // close the dialog box
  157.    }
  158.  
  159.    // else did we take action on one of the controls ?
  160.    else if (message == WM_COMMAND)
  161.    {
  162.       // did we cancel the dialog box ? (IDCANCEL is a system-wide dialog box handler value, that catches the ESC key)
  163.       // OR was it the "decline" button ?
  164.       if ((wParam_loword == IDCANCEL) || (wParam_loword == BUTTON_DECLINE))
  165.       {
  166.          challenge = &challenges[GetWindowLongPtr (hWnd, DWLP_USER)]; // quick access to challenge
  167.          wcscpy_s (challenger_nickname, WCHAR_SIZEOF (challenger_nickname), challenge->challenger); // have a copy of challenger's name
  168.          wcscpy_s (challenge_gametype, WCHAR_SIZEOF (challenge_gametype), challenge->game_type); // have a copy of the game type
  169.          KillTimer (hWnd, TIMER_REFRESHDIALOG); // destroy the timer we used to refresh the dialog text
  170.          EndDialog (hWnd, 0); // close the dialog box
  171.       }
  172.  
  173.       // else was it the "accept" button ?
  174.       else if (wParam_loword == BUTTON_ACCEPT)
  175.       {
  176.          challenge = &challenges[GetWindowLongPtr (hWnd, DWLP_USER)]; // quick access to challenge
  177.          wcscpy_s (challenger_nickname, WCHAR_SIZEOF (challenger_nickname), challenge->challenger); // have a copy of challenger's name
  178.          wcscpy_s (challenge_gametype, WCHAR_SIZEOF (challenge_gametype), challenge->game_type); // have a copy of the game type
  179.          KillTimer (hWnd, TIMER_REFRESHDIALOG); // destroy the timer we used to refresh the dialog text
  180.          EndDialog (hWnd, 1); // close the dialog box and return OK
  181.       }
  182.  
  183.       // else did we click the challenger name ?
  184.       else if (wParam_loword == STATICTEXT_CHALLENGE_CHALLENGER)
  185.       {
  186.          challenge = &challenges[GetWindowLongPtr (hWnd, DWLP_USER)]; // quick access to challenge
  187.          PlayerCard_FindOrCreate (challenge->challenger); // fire up the dialog box (TODO: move to ._Validated())
  188.       }
  189.  
  190.       // else was it the status bar hyperlink ?
  191.       else if (wParam_loword == STATICTEXT_CHALLENGE_STATUSBAR)
  192.          ShellExecute (NULL, L"open", PROGRAM_URL, NULL, NULL, SW_MAXIMIZE); // open the donation page in the default browser, maximized
  193.    }
  194.  
  195.    // else is it a timer event AND is it our refresh timer ?
  196.    else if ((message == WM_TIMER) && (wParam == TIMER_REFRESHDIALOG))
  197.    {
  198.       challenge = &challenges[GetWindowLongPtr (hWnd, DWLP_USER)]; // quick access to challenge
  199.  
  200.       // do we need to update dialog ?
  201.       if (challenge->update_dialog)
  202.       {
  203.          // update challenge info
  204.          SetDlgItemText (hWnd, STATICTEXT_CHALLENGE_CHALLENGER, challenge->challenger);
  205.          swprintf_s (game_name, WCHAR_SIZEOF (game_name), L"\"%s\" (%.0f %.0f)", challenge->game_type, challenge->initial_time, challenge->increment);
  206.          swprintf_s (temp_string, WCHAR_SIZEOF (temp_string), LOCALIZE (L"Challenge_Question"), game_name);
  207.          SetDlgItemText (hWnd, STATICTEXT_CHALLENGE_QUESTION, temp_string);
  208.          if (challenge->color == COLOR_BLACK)
  209.             swprintf_s (temp_string, WCHAR_SIZEOF (temp_string), LOCALIZE (L"Challenge_OpponentWillPlayAs"), LOCALIZE (L"Games_Black"));
  210.          else if (challenge->color == COLOR_WHITE)
  211.             swprintf_s (temp_string, WCHAR_SIZEOF (temp_string), LOCALIZE (L"Challenge_OpponentWillPlayAs"), LOCALIZE (L"Games_White"));
  212.          else
  213.             temp_string[0] = 0;
  214.          SetDlgItemText (hWnd, STATICTEXT_CHALLENGE_OPPONENTWILLPLAYAS, temp_string);
  215.          SetDlgItemText (hWnd, STATICTEXT_CHALLENGE_ISRATEDORNOT, (challenge->is_rated ? LOCALIZE (L"Challenge_Rated"): LOCALIZE (L"Challenge_Unrated")));
  216.  
  217.          challenge->update_dialog = false; // remember we refreshed challenge text
  218.       }
  219.    }
  220.  
  221.    // call the default dialog message processing function to keep things going
  222.    return (false);
  223. }
  224.