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  1. // dialog_endgame.cpp
  2.  
  3. #include "../common.h"
  4.  
  5.  
  6. // dialog template
  7. #define THIS_DIALOG DIALOG_ENDGAME
  8.  
  9.  
  10. // prototypes of local functions
  11. static void StartThread_ThisDialog (void *thread_parms);
  12. static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam);
  13.  
  14.  
  15. void DialogBox_EndGame (void)
  16. {
  17.    // helper function to fire up the modeless dialog box
  18.  
  19.    is_dialogbox_displayed = true;
  20.    _beginthread (StartThread_ThisDialog, 0, NULL); // fire up a new one
  21.  
  22.    return; // return as soon as the thread is fired up
  23. }
  24.  
  25.  
  26. void DialogBox_EndGame_Validated (void)
  27. {
  28.    // callback function called by the main game thread when the dialog box is validated
  29.  
  30.    // remember this callback is no longer to be called
  31.    is_dialogbox_endgame_validated = false;
  32.  
  33.    return; // finished
  34. }
  35.  
  36.  
  37. static void StartThread_ThisDialog (void *thread_parms)
  38. {
  39.    // this function runs in a separate thread, for that's the only way (seemingly)
  40.    // to implement a non-modal message box using the Common Controls library.
  41.  
  42. //   player_t *player;
  43. //   int column;
  44. //   int line;
  45.  
  46.    // display the dialog box
  47.    if (DialogBox (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hMainWnd, DialogProc_ThisDialog) == 1)
  48.       is_dialogbox_endgame_validated = true;
  49.    is_dialogbox_displayed = false;
  50.  
  51. /*   player = Player_GetCurrent ();
  52.    player->view_distance = CLOSEUP_VIEW_DISTANCE; // zoom on the tragedy
  53.  
  54.    for (line = 0; line < 8; line++)
  55.       for (column = 0; column < 8; column++)
  56.          if ((the_board.moves[the_board.viewed_move].slots[line][column].part == PART_KING)
  57.              && (the_board.moves[the_board.viewed_move].slots[line][column].color == player->color))
  58.          {
  59.             lookatpoint_x = 17.5f - (7 - column) * 5.0f; // focus on the victim king
  60.             lookatpoint_y = 17.5f - line * 5.0f; // focus on the victim king
  61.             break;
  62.          }*/ // This is a bad idea. People need to view the table normally to understand their fate.
  63.  
  64.    //the_board.reevaluate = true; // refresh the GUI buttons if needed // DO NOT REEVALUATE else the endgame dialog box will keep popup repeatedly!
  65.    return; // _endthread() implied
  66. }
  67.  
  68.  
  69. static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam)
  70. {
  71.    // message handler for the dialog box
  72.  
  73.    unsigned short wParam_hiword;
  74.    unsigned short wParam_loword;
  75.  
  76.    // filter out the commonly used message values
  77.    wParam_hiword = HIWORD (wParam);
  78.    wParam_loword = LOWORD (wParam);
  79.  
  80.    // have we just fired up this window ?
  81.    if (message == WM_INITDIALOG)
  82.    {
  83.       // center the window
  84.       CenterWindow (hWnd, hMainWnd);
  85.  
  86.       // set dialog icons (small one for title bar & big one for task manager)
  87.       SendMessage (hWnd, WM_SETICON, ICON_SMALL, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
  88.       SendMessage (hWnd, WM_SETICON, ICON_BIG, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
  89.  
  90.       // set window title and control texts
  91.       SetWindowText (hWnd, LOCALIZE (L"EndGame_Title"));
  92.       SetWindowText (GetDlgItem (hWnd, BUTTON_OK), LOCALIZE (L"Button_OK"));
  93.       Static_SetText (GetDlgItem (hWnd, STATICTEXT_ENDGAME_STATUSBAR), LOCALIZE (L"EndGame_StatusBar"));
  94.  
  95.       // set the right message
  96.       if (the_board.game_state == STATE_WHITEWIN_CHECKMATE)
  97.       {
  98.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAW), LOCALIZE (L"EndGame_CheckMate"));
  99.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAWCOMMENT), LOCALIZE (L"EndGame_WhiteWins"));
  100.       }
  101.       else if (the_board.game_state == STATE_BLACKWIN_CHECKMATE)
  102.       {
  103.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAW), LOCALIZE (L"EndGame_CheckMate"));
  104.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAWCOMMENT), LOCALIZE (L"EndGame_BlackWins"));
  105.       }
  106.       else if (the_board.game_state == STATE_WHITEWIN_RESIGNORFORFEIT)
  107.       {
  108.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAW), LOCALIZE (L"EndGame_Resign"));
  109.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAWCOMMENT), LOCALIZE (L"EndGame_WhiteWins"));
  110.       }
  111.       else if (the_board.game_state == STATE_BLACKWIN_RESIGNORFORFEIT)
  112.       {
  113.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAW), LOCALIZE (L"EndGame_Resign"));
  114.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAWCOMMENT), LOCALIZE (L"EndGame_BlackWins"));
  115.       }
  116.       else if (the_board.game_state == STATE_DRAW_STALEMATE)
  117.       {
  118.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAW), LOCALIZE (L"EndGame_StaleMate"));
  119.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAWCOMMENT), LOCALIZE (L"EndGame_DrawGame"));
  120.       }
  121.       else if (the_board.game_state == STATE_DRAW_AGREEMENT)
  122.       {
  123.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAW), LOCALIZE (L"EndGame_Agreement"));
  124.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAWCOMMENT), LOCALIZE (L"EndGame_DrawGame"));
  125.       }
  126.       else if (the_board.game_state == STATE_DRAW_OTHER)
  127.       {
  128.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAW), LOCALIZE (L"EndGame_DrawGame"));
  129.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAWCOMMENT), L""); // TODO: display something better
  130.       }
  131.       else if (the_board.game_state == STATE_ADJOURNED)
  132.       {
  133.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAW), LOCALIZE (L"EndGame_Adjourned"));
  134.          Static_SetText (GetDlgItem (hWnd, STATICTEXT_WINLOSSORDRAWCOMMENT), L"");
  135.       }
  136.  
  137.       // convert the status bar message to a hyperlink
  138.       ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_ENDGAME_STATUSBAR));
  139.    }
  140.  
  141.    // else did we click the close button on the title bar ?
  142.    else if (message == WM_CLOSE)
  143.       EndDialog (hWnd, 0); // close the dialog box
  144.  
  145.    // else did we take action on one of the controls ?
  146.    else if (message == WM_COMMAND)
  147.    {
  148.       // was it the OK button ?
  149.       if (wParam_loword == BUTTON_OK)
  150.          EndDialog (hWnd, 1); // close the dialog box and return OK
  151.  
  152.       // else did we cancel the dialog box ? (IDCANCEL is a system-wide dialog box handler value, that catches the ESC key)
  153.       else if (wParam_loword == IDCANCEL)
  154.          EndDialog (hWnd, 0); // close the dialog box
  155.  
  156.       // else was it the status bar hyperlink ?
  157.       else if (wParam_loword == STATICTEXT_ENDGAME_STATUSBAR)
  158.          ShellExecute (NULL, L"open", PROGRAM_URL, NULL, NULL, SW_MAXIMIZE); // open the donation page in the default browser, maximized
  159.    }
  160.  
  161.    // call the default dialog message processing function to keep things going
  162.    return (false);
  163. }
  164.