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  1. // dialog_load.cpp
  2.  
  3. #include "../common.h"
  4.  
  5.  
  6. // local prototypes
  7. static void StartThread_ThisDialog (void *thread_parms);
  8.  
  9.  
  10. void DialogBox_Load (void)
  11. {
  12.    // helper function to fire up the modeless dialog box
  13.  
  14.    _beginthread (StartThread_ThisDialog, 0, NULL); // fire up a new one
  15.  
  16.    return; // return as soon as the thread is fired up
  17. }
  18.  
  19.  
  20. void DialogBox_Load_Validated (void)
  21. {
  22.    // callback function called by the main game thread when the dialog box is validated
  23.  
  24.    wchar_t fen_string[128];
  25.    int length;
  26.  
  27.    // remember this callback is no longer to be called
  28.    is_dialogbox_load_validated = false;
  29.  
  30.    length = wcslen (load_pathname); // get pathname length
  31.  
  32.    // is it a FEN or a PGN filename ?
  33.    if ((length > 4) && (_wcsicmp (&load_pathname[length - 4], L".fen") == 0))
  34.    {
  35.       //////////////////////////////
  36.       // load the requested FEN game
  37.       if (FENFile_Load (load_pathname, fen_string, WCHAR_SIZEOF (fen_string))
  38.           && Board_Reset (&the_board, fen_string))
  39.       {
  40.          animation_endtime = current_time + ANIMATION_DURATION; // start with an animation
  41.          the_board.reevaluate = true; // evaluate the new board
  42.          the_scene.update = true; // update scene
  43.       }
  44.       else
  45.       {
  46.          messagebox.hWndParent = hMainWnd;
  47.          wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
  48.          wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_LoadFailed"));
  49.          messagebox.flags = MB_ICONWARNING | MB_OK;
  50.          DialogBox_Message (&messagebox); // on error, display a modeless error message box
  51.       }
  52.    }
  53.    else
  54.    {
  55.       //////////////////////////////
  56.       // load the requested PGN file
  57.       if (PGNFile_Load (load_pathname))
  58.       {
  59.          // is there only one game in this PGN file ?
  60.          if (game_count == 1)
  61.          {
  62.             if (PGNFile_LoadGame (&the_board, load_pathname, &games[0])) // then automatically choose the first one
  63.             {
  64.                animation_endtime = current_time + ANIMATION_DURATION; // start with an animation
  65.                the_board.reevaluate = true; // evaluate the new board
  66.                the_scene.update = true; // update scene
  67.             }
  68.             else
  69.             {
  70.                messagebox.hWndParent = hMainWnd;
  71.                wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
  72.                wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_LoadFailed"));
  73.                messagebox.flags = MB_ICONWARNING | MB_OK;
  74.                DialogBox_Message (&messagebox); // on error, display a modeless error message box
  75.             }
  76.          }
  77.  
  78.          // else is there more than one game in this PGN file ?
  79.          else if (game_count > 1)
  80.             Window_Games (); // if so, show the PGN games window
  81.       }
  82.       else
  83.       {
  84.          messagebox.hWndParent = hMainWnd;
  85.          wcscpy_s (messagebox.title, WCHAR_SIZEOF (messagebox.title), LOCALIZE (L"ImportantMessage"));
  86.          wcscpy_s (messagebox.text, WCHAR_SIZEOF (messagebox.text), LOCALIZE (L"Error_LoadFailed"));
  87.          messagebox.flags = MB_ICONWARNING | MB_OK;
  88.          DialogBox_Message (&messagebox); // on error, display a modeless error message box
  89.       }
  90.    }
  91.  
  92.    return; // finished, game is loaded
  93. }
  94.  
  95.  
  96. static void StartThread_ThisDialog (void *thread_parms)
  97. {
  98.    // this function runs in a separate thread, for that's the only way (seemingly)
  99.    // to implement a non-modal Open dialog box using the Common Controls library.
  100.  
  101.    OPENFILENAME ofn;
  102.  
  103.    // reset and prepare the open file name structure
  104.    memset (&ofn, 0, sizeof (ofn));
  105.    ofn.lStructSize = sizeof (ofn);
  106.    ofn.hwndOwner = hMainWnd;
  107.    ofn.lpstrFilter = LOCALIZE (L"GameFileFilter");
  108.    ofn.nFilterIndex = 1; // first filter (list is 1-based)
  109.    ofn.lpstrFile = load_pathname;
  110.    ofn.nMaxFile = WCHAR_SIZEOF (load_pathname);
  111.    ofn.Flags = OFN_ENABLESIZING | OFN_EXPLORER | OFN_ENABLEHOOK | OFN_HIDEREADONLY | OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
  112.  
  113.    // display the dialog box and get the file name
  114.    if (GetOpenFileName (&ofn) != 0)
  115.       is_dialogbox_load_validated = true;
  116.  
  117.    the_board.reevaluate = true; // refresh the GUI buttons if needed
  118.    return; // _endthread() implied
  119. }
  120.