SPProfileBox::SPProfileBox ( AUI_ERRCODE *retval, uint32 id, MBCHAR *ldlBlock ) : m_spClan(NULL),m_spGender(NULL),m_spName(NULL), m_spPreferences(NULL),m_spCustom(NULL), m_PTOP(NULL), m_PHEADER(NULL), m_PBOT(NULL), m_PLEFT(NULL), m_PRIGHT(NULL) { { int i=0,numClans; numClans = g_theCivilisationDB->NumRecords(); m_spClan = spNew_c3_DropDown(retval,ldlBlock,"Clan",spnewgamescreen_clanSelect); while(i<numClans) { aui_Item *item = NULL; const MBCHAR *cName = g_theStringDB->GetNameStr(g_theCivilisationDB->Get(i)->GetPluralCivName()); item = (aui_Item*)new SPDropDownListItem(retval, "SPDropDownListItem", "Clan", cName); if (item) m_spClan->AddItem(item ); i++; } } { m_spGender = spNew_c3_DropDown(retval,ldlBlock,"Gender",spnewgamescreen_genderSelect); aui_StringTable * gender = spNewStringTable(retval,"SPGenderChoicesStringTable"); spFillDropDown(retval,m_spGender,gender,"SPDropDownListItem","Gender"); delete gender; } m_spName = spNewTextEntry(retval,ldlBlock,"Name"); m_spPreferences = spNew_ctp2_Button(retval,ldlBlock,"Preferences",spnewgamescreen_preferencePress); m_spCustom = spNew_ctp2_Button(retval,ldlBlock,"PCustom", spnewgamescreen_pCustomPress); m_PTOP = spNew_c3_Static(retval,ldlBlock, "PTOP"); m_PHEADER = spNew_c3_Static(retval,ldlBlock, "PHEADER"); m_PBOT = spNew_c3_Static(retval,ldlBlock, "PBOT"); m_PLEFT = spNew_c3_Static(retval,ldlBlock, "PLEFT"); m_PRIGHT = spNew_c3_Static(retval,ldlBlock, "PRIGHT"); }
AUI_ERRCODE passwordscreen_Initialize( void ) { AUI_ERRCODE errcode = AUI_ERRCODE_OK; MBCHAR windowBlock[ k_AUI_LDL_MAXBLOCK + 1 ]; MBCHAR controlBlock[ k_AUI_LDL_MAXBLOCK + 1 ]; if ( s_passwordScreen ) return AUI_ERRCODE_OK; strcpy(windowBlock, "passwordscreen"); s_passwordScreen = new ns_Window( &errcode, aui_UniqueId(), windowBlock, 0, AUI_WINDOW_TYPE_FLOATING); Assert( AUI_NEWOK(s_passwordScreen, errcode) ); if ( !AUI_NEWOK(s_passwordScreen, errcode) ) errcode; s_okButton = spNew_ctp2_Button( &errcode, windowBlock, "button0", PasswordScreenCallback); Assert( AUI_NEWOK(s_okButton, errcode) ); if ( !AUI_NEWOK(s_okButton, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "askstatic" ); s_askStatic = new c3_Static( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_askStatic, errcode) ); if ( !AUI_NEWOK(s_askStatic, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "joinstatic" ); s_joinStatic = new c3_Static( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_joinStatic, errcode) ); if ( !AUI_NEWOK(s_joinStatic, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "yesnoswitchgroup" ); s_yesnoSwitchGroup = new aui_SwitchGroup( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_yesnoSwitchGroup, errcode) ); if ( !AUI_NEWOK(s_yesnoSwitchGroup, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "yesnoswitchgroup.yesradio" ); s_yesRadio = new aui_Radio( &errcode, aui_UniqueId(), controlBlock, PasswordScreenCallback ); Assert( AUI_NEWOK(s_yesRadio, errcode) ); if ( !AUI_NEWOK(s_yesRadio, errcode) ) return errcode; s_yesnoSwitchGroup->AddSwitch( s_yesRadio ); sprintf( controlBlock, "%s.%s", windowBlock, "yesnoswitchgroup.noradio" ); s_noRadio = new aui_Radio( &errcode, aui_UniqueId(), controlBlock, PasswordScreenCallback ); Assert( AUI_NEWOK(s_noRadio, errcode) ); if ( !AUI_NEWOK(s_noRadio, errcode) ) return errcode; s_yesnoSwitchGroup->AddSwitch( s_noRadio ); sprintf( controlBlock, "%s.%s", windowBlock, "inputstatic" ); s_inputStatic = new c3_Static( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_inputStatic, errcode) ); if ( !AUI_NEWOK(s_inputStatic, errcode) ) return errcode; Assert( AUI_NEWOK(s_yesnoSwitchGroup, errcode) ); if ( !AUI_NEWOK(s_yesnoSwitchGroup, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "inputtextfield" ); s_inputTextField = new C3TextField( &errcode, aui_UniqueId(), controlBlock, PasswordScreenCallback ); Assert( AUI_NEWOK(s_inputTextField, errcode) ); if ( !AUI_NEWOK(s_inputTextField, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "denystatic" ); s_denyStatic = new c3_Static( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_denyStatic, errcode) ); if ( !AUI_NEWOK(s_denyStatic, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "fullstatic" ); s_fullStatic = new c3_Static( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_fullStatic, errcode) ); if ( !AUI_NEWOK(s_fullStatic, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "nolobbystatic" ); s_nolobbyStatic = new c3_Static( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_nolobbyStatic, errcode) ); if ( !AUI_NEWOK(s_nolobbyStatic, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "connectionloststatic" ); s_connectionlostStatic = new c3_Static( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_connectionlostStatic, errcode) ); if ( !AUI_NEWOK(s_connectionlostStatic, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "nodialupstatic" ); s_nodialupStatic = new c3_Static( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_nodialupStatic, errcode) ); if ( !AUI_NEWOK(s_nodialupStatic, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "connectionerrstatic" ); s_connectionerrStatic = new c3_Static( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_connectionerrStatic, errcode) ); if ( !AUI_NEWOK(s_connectionerrStatic, errcode) ) return errcode; sprintf( controlBlock, "%s.%s", windowBlock, "noscenariostatic" ); s_scenarionotfoundStatic = new c3_Static( &errcode, aui_UniqueId(), controlBlock ); Assert( AUI_NEWOK(s_scenarionotfoundStatic, errcode) ); if ( !AUI_NEWOK(s_scenarionotfoundStatic, errcode) ) return errcode; return AUI_ERRCODE_OK; }
InitPlayWindow::InitPlayWindow ( AUI_ERRCODE * retval, uint32 id, MBCHAR * ldlBlock, sint32 bpp, AUI_WINDOW_TYPE type, bool bevel ) : C3Window (retval, id, ldlBlock, bpp, type, bevel), m_spriteTest (spNew_ctp2_Button (retval, ldlBlock, "SpriteTestButton", "Sprite Test", spritetest_spPress, "CTP2_BUTTON_TEXT_RIGHT_LARGE" ) ), m_email (spNew_ctp2_Button (retval, ldlBlock, "EmailButton", "Email", initialplayscreen_emailPress, "CTP2_BUTTON_TEXT_RIGHT_LARGE" ) ), m_hotseat (spNew_ctp2_Button (retval, ldlBlock, "HotSeatButton", "Hotseat", initialplayscreen_hotseatPress, "CTP2_BUTTON_TEXT_RIGHT_LARGE" ) ), m_mp (spNew_ctp2_Button (retval, ldlBlock, "MPButton", "Multiplayer", initialplayscreen_mpPress, "CTP2_BUTTON_TEXT_RIGHT_LARGE" ) ), m_credits (spNew_ctp2_Button (retval, ldlBlock, "CreditsButton", "Credits", initialplayscreen_creditsPress, "CTP2_BUTTON_TEXT_RIGHT_LARGE" ) ), m_quit (spNew_ctp2_Button (retval, ldlBlock, "QuitButton", "Quit Out", initialplayscreen_quitPress, "CTP2_BUTTON_TEXT_RIGHT_LARGE" ) ), // New buttons moved from the SP screen (code taken from spwindow.cpp) m_tutorial (spNew_ctp2_Button (retval, ldlBlock, "TutorialButton", initialplayscreen_tutorialPress) ), m_newgame (spNew_ctp2_Button (retval, ldlBlock, "NewGameButton", initialplayscreen_newgamePress) ), m_loadgame (spNew_ctp2_Button (retval, ldlBlock, "LoadGameButton", initialplayscreen_loadgamePress) ), m_options (spNew_ctp2_Button (retval, ldlBlock, "OptionsButton", initialplayscreen_optionsPress) ), m_background (spNew_c3_Static(retval, ldlBlock, "Background")), m_testBox (new ctp2_Static (retval, aui_UniqueId(), "InitPlayWindow.TestTextBox") ) { #ifndef _DEBUG m_spriteTest->Hide(); #endif }
AUI_ERRCODE graphicsscreen_Initialize( void ) { s_gridToggled = FALSE; s_cityInfluenceToggled = FALSE; s_politicalBordersToggled = FALSE; if ( s_graphicsWindow ) return AUI_ERRCODE_OK; AUI_ERRCODE errcode = AUI_ERRCODE_OK; MBCHAR windowBlock[ k_AUI_LDL_MAXBLOCK + 1 ]; strcpy(windowBlock, "GraphicsWindow"); s_graphicsWindow = new c3_PopupWindow( &errcode, aui_UniqueId(), windowBlock, 16, AUI_WINDOW_TYPE_FLOATING, false ); Assert( AUI_NEWOK(s_graphicsWindow, errcode) ); if ( !AUI_NEWOK(s_graphicsWindow, errcode) ) return errcode; s_graphicsWindow->SetStronglyModal(TRUE); s_walk = spNew_aui_Switch(&errcode,windowBlock,"WalkButton",graphicsscreen_checkPress,&check[GS_WALK]); s_trade = spNew_aui_Switch(&errcode,windowBlock,"TradeButton",graphicsscreen_checkPress,&check[GS_TRADE]); s_wonder = spNew_aui_Switch(&errcode,windowBlock,"WonderButton",graphicsscreen_checkPress,&check[GS_WONDER]); s_politicalBorders = spNew_aui_Switch(&errcode,windowBlock,"PoliticalBordersButton",graphicsscreen_checkPress,&check[GS_POLITICALBORDERS]); s_tradeRoutes = spNew_aui_Switch(&errcode,windowBlock,"TradeRoutesButton",graphicsscreen_checkPress,&check[GS_TRADEROUTES]); s_cityInfluence = spNew_aui_Switch(&errcode,windowBlock,"CityInflenceButton",graphicsscreen_checkPress,&check[GS_CITYINFLUENCE]); s_grid = spNew_aui_Switch(&errcode,windowBlock,"GridButton",graphicsscreen_checkPress,&check[GS_GRID]); s_cityNames = spNew_aui_Switch(&errcode,windowBlock,"CityNamesButton", graphicsscreen_checkPress, &check[GS_CITYNAMES]); s_armyNames = spNew_aui_Switch(&errcode,windowBlock,"ArmyNamesButton", graphicsscreen_checkPress, &check[GS_ARMYNAMES]); s_civflags = spNew_aui_Switch(&errcode,windowBlock,"CivFlagButton", graphicsscreen_checkPress, &check[GS_CIVFLAGS]); s_resScreenButton = spNew_ctp2_Button( &errcode, windowBlock, "ResolutionButton", graphicsscreen_selectResolution ); s_smooth = spNew_aui_Switch(&errcode,windowBlock,"SmoothButton", graphicsscreen_checkPress, &check[GS_SMOOTH]); s_goodAnims = spNew_aui_Switch(&errcode,windowBlock,"GoodsButton",graphicsscreen_checkPress,&check[GS_GOODANIMS]); s_cityProd = spNew_aui_Switch(&errcode,windowBlock,"ShowCityProdButton",graphicsscreen_checkPress,&check[GS_CITYPROD]); s_unitSpeed = spNew_C3Slider(&errcode, windowBlock, "UnitSpeedSlider", graphicsscreen_unitSpeedSlide); s_unitSpeedN = spNew_c3_Static(&errcode, windowBlock, "UnitSpeedName"); if(g_theProfileDB) { s_unitSpeed->SetValue(g_theProfileDB->GetUnitSpeed(), 0); } else { s_unitSpeed->SetValue(0,0); } s_walk ->SetState(g_theProfileDB->IsUnitAnim()); s_trade ->SetState(g_theProfileDB->IsTradeAnim()); s_wonder ->SetState(g_theProfileDB->IsWonderMovies()); s_politicalBorders ->SetState(g_theProfileDB->GetShowPoliticalBorders()); s_tradeRoutes ->SetState(g_theProfileDB->GetShowTradeRoutes()); s_cityNames ->SetState(g_theProfileDB->GetShowCityNames()); s_armyNames ->SetState(g_theProfileDB->GetShowArmyNames()); s_civflags ->SetState(g_theProfileDB->IsCivFlags()); s_smooth ->SetState(g_theProfileDB->IsSmoothBorders()); s_goodAnims ->SetState(g_theProfileDB->IsGoodAnim()); s_cityInfluence ->SetState(g_theProfileDB->IsShowCityInfluence()); s_grid ->SetState(g_isGridOn); s_cityProd ->SetState(g_theProfileDB->IsShowCityProduction()); MBCHAR block[ k_AUI_LDL_MAXBLOCK + 1 ]; sprintf( block, "%s.%s", windowBlock, "Name" ); s_graphicsWindow->AddTitle( block ); s_graphicsWindow->AddClose( graphicsscreen_exitPress ); errcode = aui_Ldl::SetupHeirarchyFromRoot( windowBlock ); Assert( AUI_SUCCESS(errcode) ); return AUI_ERRCODE_OK; }
SPWorldBox::SPWorldBox ( AUI_ERRCODE *retval, uint32 id, MBCHAR *ldlBlock ) : m_mapSize(NULL), m_worldType(NULL), m_worldShape(NULL), m_difficulty(NULL), m_riskLevel(NULL), m_opponent(NULL), m_spCustom(NULL), m_WTOP(NULL), m_WHEADER(NULL), m_WBOT(NULL), m_WLEFT(NULL), m_WRIGHT(NULL) { m_mapSize = spNew_c3_DropDown(retval,ldlBlock,"MapSize",spnewgamescreen_mapSizeSelect); { aui_StringTable * mysizes = spNewStringTable(retval,"SPMapSizeStringTable"); spFillDropDown(retval,m_mapSize,mysizes,"SPDropDownListItem","MapSize"); delete mysizes; } m_worldType = spNew_c3_DropDown(retval,ldlBlock,"WorldType",spnewgamescreen_worldTypeSelect); { aui_StringTable * mytypes = spNewStringTable(retval,"SPWorldTypeStringTable"); spFillDropDown(retval,m_worldType,mytypes,"SPDropDownListItem","WorldType"); delete mytypes; } m_worldShape = spNew_c3_DropDown(retval,ldlBlock,"WorldShape",spnewgamescreen_worldShapeSelect); { aui_StringTable * myshapes = spNewStringTable(retval,"SPWorldShapeStringTable"); spFillDropDown(retval,m_worldShape,myshapes,"SPDropDownListItem","WorldShape"); delete myshapes; } m_difficulty = spNew_c3_DropDown(retval,ldlBlock,"Difficulty",spnewgamescreen_difficultySelect); { aui_StringTable * mydiffs = spNewStringTable(retval,"SPDifficultyStringTable"); spFillDropDown(retval,m_difficulty,mydiffs,"SPDropDownListItem","Difficulty"); delete mydiffs; m_difficulty->SetSelectedItem(g_theProfileDB->GetDifficulty()); } m_riskLevel = spNew_c3_DropDown(retval,ldlBlock,"RiskLevel",spnewgamescreen_riskLevelSelect); { aui_StringTable * myrisks = spNewStringTable(retval,"SPRiskLevelStringTable"); spFillDropDown(retval,m_riskLevel,myrisks,"SPDropDownListItem","RiskLevel"); delete myrisks; m_riskLevel->SetSelectedItem(g_theProfileDB->GetRiskLevel()); } m_opponent = spNew_c3_DropDown(retval,ldlBlock,"Opponent",spnewgamescreen_opponentSelect); { for(uint32 i=3; i<=16; i++) { MBCHAR textBlock[ k_AUI_LDL_MAXBLOCK + 1 ]; sprintf(textBlock, "%d",i); c3_ListItem *myitem = new SPDropDownListItem(retval,"SPDropDownListItem","Opponent", textBlock); if(myitem) m_opponent->AddItem(myitem); } uint32 numPlayers = g_theProfileDB->GetNPlayers(); Assert((numPlayers>2) && (numPlayers<17)); m_opponent->SetSelectedItem(numPlayers-3); } m_spCustom = spNew_ctp2_Button(retval,ldlBlock,"WCustom", spnewgamescreen_wCustomPress); m_WTOP = spNew_c3_Static(retval,ldlBlock, "WTOP"); m_WHEADER = spNew_c3_Static(retval,ldlBlock, "WHEADER"); m_WBOT = spNew_c3_Static(retval,ldlBlock, "WBOT"); m_WLEFT = spNew_c3_Static(retval,ldlBlock, "WLEFT"); m_WRIGHT = spNew_c3_Static(retval,ldlBlock, "WRIGHT"); }
SPNewGameWindow::SPNewGameWindow(AUI_ERRCODE *retval, uint32 id, MBCHAR *ldlBlock, sint32 bpp, AUI_WINDOW_TYPE type, bool bevel) : C3Window (retval, id, ldlBlock, bpp, type, bevel), m_spStart (NULL), m_spOk (NULL), m_spReturn (NULL), m_spTribe (NULL), m_spDifficulty (NULL), m_spMapSize (NULL), m_spPlayers (NULL), m_spMap (NULL), m_spRules (NULL), m_spEditor (NULL), m_spScenario (NULL), m_spGeneral (NULL), m_spWorld (NULL), m_spCustom (NULL), m_spName (NULL), m_mapTypeButton (NULL), m_mapTypeLabel (NULL), m_worldShapeButton (NULL), m_worldShapeLabel (NULL), m_useCustomMap (false), m_civilizationLabel (NULL), m_leaderNameLabel (NULL), m_difficultyLabel (NULL), m_worldSizeLabel (NULL), m_rulesLabel (NULL), m_playersLabel (NULL), m_worldTypeLabel (NULL), m_quitButton (NULL), m_spTitle (NULL), m_spBackground (NULL), m_string (NULL), m_scenarioName (NULL), m_scenarioStaticText (NULL) { Assert(AUI_SUCCESS(*retval)); m_spStart = spNew_ctp2_Button(retval,ldlBlock,"StartButton",spnewgamescreen_startPress); m_spReturn = spNew_ctp2_Button(retval,ldlBlock,"ReturnButton",spnewgamescreen_returnPress); m_scenarioName = spNew_c3_Static(retval, ldlBlock, "ScenarioName"); m_scenarioStaticText = spNew_c3_Static(retval, ldlBlock, "ScenarioStaticText"); m_spTribe = spNew_ctp2_Button( retval, ldlBlock, "TribeButton", spnewgamescreen_tribePress ); m_spDifficulty = spNew_ctp2_Button( retval, ldlBlock, "DifficultyButton", spnewgamescreen_difficultyPress ); m_spMapSize = spNew_ctp2_Button( retval, ldlBlock, "MapSizeButton", spnewgamescreen_mapSizePress ); m_spPlayers = spNew_ctp2_Button( retval, ldlBlock, "PlayersButton", spnewgamescreen_playersPress ); m_spMap = spNew_ctp2_Button( retval, ldlBlock, "MapButton", spnewgamescreen_mapPress ); m_spRules = spNew_ctp2_Button( retval, ldlBlock, "RulesButton", spnewgamescreen_rulesPress ); m_spEditor = spNew_ctp2_Button(retval, ldlBlock, "EditorButton", spnewgamescreen_editorPress); m_spScenario = spNew_ctp2_Button(retval, ldlBlock, "ScenarioButton", spnewgamescreen_scenarioPress); m_spName = spNewTextEntry(retval,ldlBlock,"Name"); m_worldShapeLabel = spNew_c3_Static( retval, ldlBlock, "WorldShapeLabel" ); m_worldShapeButton = spNew_ctp2_Button( retval, ldlBlock, "WorldShapeButton", spnewgamescreen_worldShapePress ); m_civilizationLabel = spNew_c3_Static( retval, ldlBlock, "CivilizationLabel" ); m_leaderNameLabel = spNew_c3_Static( retval, ldlBlock, "LeaderNameLabel" ); m_difficultyLabel = spNew_c3_Static( retval, ldlBlock, "DifficultyLabel" ); m_worldSizeLabel = spNew_c3_Static( retval, ldlBlock, "MapSizeLabel" ); m_rulesLabel = spNew_c3_Static( retval, ldlBlock, "RulesLabel" ); m_playersLabel = spNew_c3_Static( retval, ldlBlock, "PlayersLabel" ); m_worldTypeLabel = spNew_c3_Static( retval, ldlBlock, "MapButtonLabel" ); m_quitButton = spNew_ctp2_Button( retval, ldlBlock, "QuitButton", spnewgamescreen_quitPress ); m_spTitle = spNew_c3_Static(retval,ldlBlock,"Title"); m_spBackground = spNew_c3_Static(retval,ldlBlock,"Background"); m_string = spNewStringTable(retval,"SPNewGameStrings"); // Reset failsafe start/end ages here, so they're correct before agesscreen is initialized. g_theProfileDB->SetSPStartingAge(0); g_theProfileDB->SetSPEndingAge(g_theAgeDB->NumRecords() - 1); g_theProfileDB->Save(); Update(); }
AUI_ERRCODE PlayerSelectWindow::CreateControls( void ) { AUI_ERRCODE errcode = AUI_ERRCODE_OK; aui_Control *control; control = new c3_Static( &errcode, aui_UniqueId(), "playerselectwindow.titlestatictext" ); Assert( AUI_NEWOK(control,errcode) ); if ( !AUI_NEWOK(control,errcode) ) return errcode; m_controls[ CONTROL_TITLESTATICTEXT ] = control; control = new c3_Static( &errcode, aui_UniqueId(), "playerselectwindow.currentplayerstatictext" ); Assert( AUI_NEWOK(control,errcode) ); if ( !AUI_NEWOK(control,errcode) ) return errcode; m_controls[ CONTROL_CURRENTPLAYERSTATICTEXT ] = control; control = new C3TextField( &errcode, aui_UniqueId(), "playerselectwindow.playernametextfield" ); Assert( AUI_NEWOK(control,errcode) ); if ( !AUI_NEWOK(control,errcode) ) return errcode; m_controls[ CONTROL_PLAYERNAMETEXTFIELD ] = control; control = new ns_PlayerSetupListBox( &errcode, aui_UniqueId(), "playerselectwindow.playernamelistbox" ); Assert( AUI_NEWOK(control,errcode) ); if ( !AUI_NEWOK(control,errcode) ) return errcode; m_controls[ CONTROL_PLAYERNAMELISTBOX ] = control; control = new c3_Static( &errcode, aui_UniqueId(), "playerselectwindow.playernamelistbox.playernamestatictext" ); Assert( AUI_NEWOK(control,errcode) ); if ( !AUI_NEWOK(control,errcode) ) return errcode; m_controls[ CONTROL_PLAYERNAMESTATICTEXT ] = control; control = spNew_ctp2_Button(&errcode, "playerselectwindow", "newbutton", NULL); Assert( AUI_NEWOK(control,errcode) ); if ( !AUI_NEWOK(control,errcode) ) return errcode; m_controls[ CONTROL_NEWBUTTON ] = control; control = spNew_ctp2_Button(&errcode, "playerselectwindow", "editbutton", NULL); Assert( AUI_NEWOK(control,errcode) ); if ( !AUI_NEWOK(control,errcode) ) return errcode; m_controls[ CONTROL_EDITBUTTON ] = control; control = spNew_ctp2_Button(&errcode, "playerselectwindow", "deletebutton", NULL); Assert( AUI_NEWOK(control,errcode) ); if ( !AUI_NEWOK(control,errcode) ) return errcode; m_controls[ CONTROL_DELETEBUTTON ] = control; control = new aui_Button( &errcode, aui_UniqueId(), "playerselectwindow.okbutton" ); Assert( AUI_NEWOK(control,errcode) ); if ( !AUI_NEWOK(control,errcode) ) return errcode; m_controls[ CONTROL_OKBUTTON ] = control; control = new aui_Button( &errcode, aui_UniqueId(), "playerselectwindow.cancelbutton" ); Assert( AUI_NEWOK(control,errcode) ); if ( !AUI_NEWOK(control,errcode) ) return errcode; m_controls[ CONTROL_CANCELBUTTON ] = control; aui_Ldl::SetupHeirarchyFromRoot( "playerselectwindow" ); aui_Action *action; action = new PlayerNameTextFieldAction; Assert( action != NULL ); if ( !action ) return AUI_ERRCODE_MEMALLOCFAILED; m_controls[ CONTROL_PLAYERNAMETEXTFIELD ]->SetAction( action ); action = new NewButtonAction; Assert( action != NULL ); if ( !action ) return AUI_ERRCODE_MEMALLOCFAILED; m_controls[ CONTROL_NEWBUTTON ]->SetAction( action ); action = new EditButtonAction; Assert( action != NULL ); if ( !action ) return AUI_ERRCODE_MEMALLOCFAILED; m_controls[ CONTROL_EDITBUTTON ]->SetAction( action ); action = new DeleteButtonAction; Assert( action != NULL ); if ( !action ) return AUI_ERRCODE_MEMALLOCFAILED; m_controls[ CONTROL_DELETEBUTTON ]->SetAction( action ); action = new OKButtonAction; Assert( action != NULL ); if ( !action ) return AUI_ERRCODE_MEMALLOCFAILED; m_controls[ CONTROL_OKBUTTON ]->SetAction( action ); action = new CancelButtonAction; Assert( action != NULL ); if ( !action ) return AUI_ERRCODE_MEMALLOCFAILED; m_controls[ CONTROL_CANCELBUTTON ]->SetAction( action ); action = new PlayerListBoxAction; Assert( action != NULL ); if ( !action ) return AUI_ERRCODE_MEMALLOCFAILED; m_controls[ CONTROL_PLAYERNAMELISTBOX ]->SetAction( action ); ((aui_ListBox *)m_controls[ CONTROL_PLAYERNAMELISTBOX ])-> SetForceSelect( TRUE ); Update(); return AUI_ERRCODE_OK; }
void SpriteEditWindow::InitializeControls(AUI_ERRCODE *errcode,MBCHAR *windowBlock) { m_Load = spNew_ctp2_Button(errcode,windowBlock,"STLoadButton","No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_Save = spNew_ctp2_Button(errcode,windowBlock,"STSaveButton","No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_fileName = spNewTextEntry(errcode,windowBlock,"Name"); m_MOVEAnim =spNew_ctp2_Button(errcode,windowBlock,"STMOVEAnim" ,"No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_ATTACKAnim =spNew_ctp2_Button(errcode,windowBlock,"STATTACKAnim" ,"No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_IDLEAnim =spNew_ctp2_Button(errcode,windowBlock,"STIDLEAnim" ,"No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_VICTORYAnim =spNew_ctp2_Button(errcode,windowBlock,"STVICTORYAnim","No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_WORKAnim =spNew_ctp2_Button(errcode,windowBlock,"STWORKAnim" ,"No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_MOVEAnim ->SetActionFuncAndCookie(AnimCallback,(void *)UNITACTION_MOVE ); m_ATTACKAnim ->SetActionFuncAndCookie(AnimCallback,(void *)UNITACTION_ATTACK ); m_IDLEAnim ->SetActionFuncAndCookie(AnimCallback,(void *)UNITACTION_IDLE ); m_VICTORYAnim ->SetActionFuncAndCookie(AnimCallback,(void *)UNITACTION_VICTORY); m_WORKAnim ->SetActionFuncAndCookie(AnimCallback,(void *)UNITACTION_WORK ); m_stepPlus =spNew_ctp2_Button(errcode,windowBlock,"STPlayStepPlus" ,"No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_stepMinus =spNew_ctp2_Button(errcode,windowBlock,"STPlayStepMinus","No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_playOnce =spNew_ctp2_Button(errcode,windowBlock,"STPlayOnce" ,"No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_playLoop =spNew_ctp2_Button(errcode,windowBlock,"STPlayLoop" ,"No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_facingPlus =spNew_ctp2_Button(errcode,windowBlock,"STFacingPlus" ,"No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_facingMinus =spNew_ctp2_Button(errcode,windowBlock,"STFacingMinus" ,"No Data",NULL,"CTP2_BUTTON_TITLE_BAR"); m_Load ->SetActionFuncAndCookie(FileButtonActionCallback,(void *)true ); m_Save ->SetActionFuncAndCookie(FileButtonActionCallback,(void *)false); m_stepPlus ->SetActionFuncAndCookie(StepCallback ,(void *) 1); m_stepMinus ->SetActionFuncAndCookie(StepCallback ,(void *)-1); m_playOnce ->SetActionFuncAndCookie(PlayCallback ,(void *)true); m_playLoop ->SetActionFuncAndCookie(PlayCallback ,(void *)false); m_facingPlus ->SetActionFuncAndCookie(FacingCallback ,(void *) 1); m_facingMinus ->SetActionFuncAndCookie(FacingCallback ,(void *)-1); m_largeImage = new C3Window(errcode, aui_UniqueId(),"STLargeImage", 16 ); g_c3ui->AddWindow( m_largeImage ); m_hotCoordsCurrent = new c3_Static(errcode, aui_UniqueId(),"SpriteEditor.CoordsHotSpot"); m_hotCoordsMouse = new c3_Static(errcode, aui_UniqueId(),"SpriteEditor.CoordsCursor" ); m_hotCoordsHerald = new c3_Static(errcode, aui_UniqueId(),"SpriteEditor.CoordsHerald"); m_Load ->SetParent(g_spriteEditWindow); m_Save ->SetParent(g_spriteEditWindow); m_fileName ->SetParent(g_spriteEditWindow); m_MOVEAnim ->SetParent(g_spriteEditWindow); m_ATTACKAnim ->SetParent(g_spriteEditWindow); m_IDLEAnim ->SetParent(g_spriteEditWindow); m_VICTORYAnim->SetParent(g_spriteEditWindow); m_WORKAnim ->SetParent(g_spriteEditWindow); m_stepPlus ->SetParent(g_spriteEditWindow); m_stepMinus ->SetParent(g_spriteEditWindow); m_playOnce ->SetParent(g_spriteEditWindow); m_playLoop ->SetParent(g_spriteEditWindow); m_facingPlus ->SetParent(g_spriteEditWindow); m_facingMinus->SetParent(g_spriteEditWindow); m_largeImage ->SetParent(g_spriteEditWindow); m_hotCoordsCurrent->SetParent(g_spriteEditWindow); m_hotCoordsMouse ->SetParent(g_spriteEditWindow); m_hotCoordsHerald ->SetParent(g_spriteEditWindow); m_Load ->Show(); m_Save ->Show(); m_fileName ->Show(); m_MOVEAnim ->Show(); m_ATTACKAnim ->Show(); m_IDLEAnim ->Show(); m_VICTORYAnim->Show(); m_WORKAnim ->Show(); m_stepPlus ->Show(); m_stepMinus ->Show(); m_playOnce ->Show(); m_playLoop ->Show(); m_facingPlus ->Show(); m_facingMinus->Show(); m_largeImage ->Show(); m_hotCoordsCurrent->Show(); m_hotCoordsMouse ->Show(); m_hotCoordsHerald ->Show(); m_largeSurface=m_largeImage->TheSurface(); }