// dialog_renamesides.cpp
#include "../common.h"
// dialog template
#define THIS_DIALOG DIALOG_RENAMESIDES
// global variables
static wchar_t black_name[64];
static wchar_t white_name[64];
// prototypes of local functions
static void StartThread_ThisDialog (void *thread_parms);
static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam);
void DialogBox_RenameSides (void)
{
// helper function to fire up the modeless dialog box
is_dialogbox_displayed = true;
_beginthread (StartThread_ThisDialog, 0, NULL); // fire up a new message box thread
return; // return as soon as the thread is fired up
}
void DialogBox_RenameSides_Validated (void)
{
// callback function called by the main game thread when the dialog box is validated
// set the player's names
wcscpy_s (the_board.players[COLOR_BLACK].name, WCHAR_SIZEOF (the_board.players[COLOR_BLACK].name), black_name);
wcscpy_s (the_board.players[COLOR_WHITE].name, WCHAR_SIZEOF (the_board.players[COLOR_WHITE].name), white_name);
the_board.reevaluate = true; // and reevaluate the game's state
// remember this callback is no longer to be called
is_dialogbox_renamesides_validated = false;
return; // finished
}
static void StartThread_ThisDialog (void *thread_parms)
{
// this function runs in a separate thread, for that's the only way (seemingly)
// to implement a non-modal message box using the Common Controls library.
// display the dialog box
if (DialogBox (hAppInstance, MAKEINTRESOURCE (THIS_DIALOG), hMainWnd, DialogProc_ThisDialog) == 1)
is_dialogbox_renamesides_validated = true;
is_dialogbox_displayed = false;
the_board.reevaluate = true; // refresh the GUI buttons if needed
return; // _endthread() implied
}
static int CALLBACK DialogProc_ThisDialog (HWND hWnd, unsigned int message, WPARAM wParam, LPARAM lParam)
{
unsigned short wParam_hiword;
unsigned short wParam_loword;
// filter out the commonly used message values
wParam_hiword = HIWORD (wParam);
wParam_loword = LOWORD (wParam);
// have we just fired up this window ?
if (message == WM_INITDIALOG)
{
// center the window
CenterWindow (hWnd, hMainWnd);
// set dialog icons (small one for title bar & big one for task manager)
SendMessage (hWnd, WM_SETICON, ICON_SMALL, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
SendMessage (hWnd, WM_SETICON, ICON_BIG, (LPARAM) LoadIcon (hAppInstance, MAKEINTRESOURCE (ICON_MAIN)));
// set window title and control texts
SetWindowText (hWnd, LOCALIZE (L"Menu_ChessboardRenameSides"));
SetDlgItemText (hWnd, BUTTON_OK, LOCALIZE (L"Button_OK"));
SetDlgItemText (hWnd, STATICTEXT_RENAMESIDES_STATUSBAR, LOCALIZE (L"GoToMove_StatusBar"));
// set the player's names
SetDlgItemText (hWnd, EDITBOX_BLACKNAME, the_board.players[COLOR_BLACK].name); // get black player name
SetDlgItemText (hWnd, EDITBOX_WHITENAME, the_board.players[COLOR_WHITE].name); // get white player name
// convert the status bar message to a hyperlink
ConvertStaticToHyperlink (GetDlgItem (hWnd, STATICTEXT_RENAMESIDES_STATUSBAR));
}
// else did we take action on one of the controls ?
else if (message == WM_COMMAND)
{
// was it the OK button ?
if (wParam_loword == BUTTON_OK)
{
GetDlgItemText (hWnd, EDITBOX_BLACKNAME, black_name, WCHAR_SIZEOF (black_name)); // get black player name
GetDlgItemText (hWnd, EDITBOX_WHITENAME, white_name, WCHAR_SIZEOF (white_name)); // get white player name
EndDialog (hWnd, 1); // close the dialog box and return OK
}
// else did we cancel the dialog box ? (IDCANCEL is a system-wide dialog box handler value, that catches the ESC key)
else if (wParam_loword == IDCANCEL)
EndDialog (hWnd, 0); // close the dialog box
// else was it the status bar hyperlink ?
else if (wParam_loword == STATICTEXT_RENAMESIDES_STATUSBAR)
ShellExecute (NULL, L"open", PROGRAM_URL, NULL, NULL, SW_MAXIMIZE); // open the donation page in the default browser, maximized
}
// call the default dialog message processing function to keep things going
return (false);
}