/**************************************************************************** * ClientWndProc * * - Typical PM client window procedure. (see below) * * - Standard client window I/O * ****************************************************************************/ MRESULT EXPENTRY ClientWndProc(HWND hwnd, ULONG msg, MPARAM mp1, MPARAM mp2) { RECTL rcl; SWP swp; HPS hpsPaint; static HPS hps; /* Permanent HPS */ static INT cx, cy; /* Client window dimensions */ static BOOL bSlowUpdateNow = FALSE; /* Update toggle for asteroids * * and enemy which are slow. */ static POINTL ptlCenter; /* Center of client window */ switch (msg) { /* Recieved from WinCreateStdWindow */ case WM_CREATE: /* Get permanent PS for entire window */ hps = WinGetPS(hwnd); /* Load private Asteroid fonts from ASTEROID.DLL */ if (GpiLoadFonts(hab, "ASTEROID") != GPI_OK) { WinReleasePS(hps); WinAlarm(HWND_DESKTOP, WA_WARNING); WinMessageBox(HWND_DESKTOP,NULLHANDLE, "Please put ASTEROID.DLL in a directory in your LIBPATH.", "Error reading ASTEROID.DLL", 0,MB_ICONHAND|MB_OK|MB_APPLMODAL); WinPostMsg(hwnd,WM_QUIT,(MPARAM) 0L,(MPARAM) 0L); return (MRESULT) TRUE; } /* Register/create logical fonts for use */ InitFonts(hps); /* Display About dialoge box */ WinDlgBox(HWND_DESKTOP, hwnd, (PFNWP)AboutDlgProc, NULLHANDLE, IDD_ABOUT, NULL); return 0; /* Recieved during attract mode when user starts game */ case WM_STARTGAME: /* Determine the number of players */ cPlayers = (INT)LONGFROMMP(mp1); /* Initialize each player */ for (Player=0;Player<cPlayers;Player++) { Level[Player] = 1; Ships[Player] = prfProfile.iSHIPS; DeletePhotons(); InitAsteroids(); InitEnemy(); } /* Start with player 1 */ Player = 0; iGameMode = GAME_MODE_NEXT; iGameModeCnt = GAME_PAUSE_TIME-1; /* Hide the pointer if mouse controls are enabled */ ShowMouse(FALSE); /* Paint everything */ WinSendMsg(hwnd, WM_PAINT, MPVOID, MPVOID); return 0; /* Recieved at startup and at the completion of a game */ case WM_INITGAME: /* Make mouse visible if we hid it before */ ShowMouse(TRUE); /* Fix menu to reflect attract mode */ EnableMenuItem(hwndMenu, IDM_START, TRUE); EnableMenuItem(hwndMenu, IDM_STOP, FALSE); /* Initialize player and enemy data structures */ cPlayers = 0; Level[0] = 1; for (Player=0;Player<2;Player++) { Score[Player] = 0L; Ships[Player] = 0; DeletePhotons(); } Player = 0; /* Initialize asteroids (and enemy) for attract mode */ InitAsteroids(); InitEnemy(); /* Depending on whether ASTEROID was just started or a game just * * completed display the "High Score" or "Press 1 or 2" screen. */ if (SHORT1FROMMP(mp1) == 0) { iGameMode = GAME_MODE_INIT1; iGameModeCnt = GAME_INIT_TIME; } else { iGameMode = GAME_MODE_INIT2; iGameModeCnt = GAME_INIT_TIME; } /* Paint everything */ WinSendMsg(hwnd, WM_PAINT, MPVOID, MPVOID); return 0; /* Usually recieved from the system, sometime forced by the program to * * ensure the screen is not corrupt. */ case WM_PAINT: /* Clear entire window to insure no "droppings" */ WinQueryWindowRect(hwnd,&rcl); WinFillRect(hps, &rcl, CLR_BLACK); WinInvalidateRect(hwnd, &rcl, FALSE); /* Get the update region and paint it black */ hpsPaint = WinBeginPaint(hwnd, (HPS)NULL, &rcl); WinFillRect(hpsPaint, &rcl, CLR_BLACK); WinEndPaint(hpsPaint); /* Only in normal play mode should we draw the ship */ if ((iGameMode == GAME_MODE_PLAY) && (iShipMode[Player] != EXPLOSION) && (iShipMode[Player] != HYPERSPACE)) DrawShip(hps, cx, cy, DRAW_INIT); else if ((iGameMode == GAME_MODE_PLAY) && (iShipMode[Player] == EXPLOSION)) ExplodeShip(hps, cx, cy); /* Draw the enemy if it is on the screen */ if (iEnemyMode[Player] != NONE) if (iEnemyMode[Player] != EXPLOSION) DrawEnemy(hps, cx, cy,DRAW_INIT); else ExplodeEnemy(hps, cx, cy); /* Draw photons and asteroids in all modes but the "Enter your * * initials" mode, otherwise draw that screen. */ if (iGameMode != GAME_MODE_HIGH) { DrawPhotons(hps, cx, cy, DRAW_INIT); DrawAsteroids(hps, cx, cy, DRAW_INIT); } else DrawHighScore(hps, cx, cy, DRAW_INIT); /* Always draw the score */ DrawScore(hps, cx, cy, DRAW_INIT); return 0; /* Left mouse button down. This simulates the move/track function * * in the system menu. */ case WM_BUTTON1DOWN: if (prfProfile.bMOUSECONTROL && iGameMode != GAME_MODE_INIT1 && iGameMode != GAME_MODE_INIT2 && !TogglePause(CHECK)) { UPDATE_FIRE(iShipMode[Player], TRUE); return (MRESULT)TRUE; } return WinSendMsg(hwndFrame, WM_TRACKFRAME, (MPARAM) (SHORT1FROMMP(mp2) | TF_MOVE), MPVOID); case WM_BUTTON1UP: if (prfProfile.bMOUSECONTROL) { UPDATE_FIRE(iShipMode[Player], FALSE); return (MRESULT)TRUE; } return 0; /* Left mouse button double clicked. Toggle frame control display. */ case WM_BUTTON1DBLCLK: if (!prfProfile.bMOUSECONTROL || iGameMode == GAME_MODE_INIT1 || iGameMode == GAME_MODE_INIT2 || TogglePause(CHECK)) { if (prfProfile.bCONTROLS = !prfProfile.bCONTROLS) ShowFrameControls(); else HideFrameControls(); } return 0; case WM_BUTTON2DOWN: if (prfProfile.bMOUSECONTROL) { UPDATE_SHIELD(iShipMode[Player], iShipShieldCnt[Player]); return (MRESULT)TRUE; } return 0; case WM_BUTTON2CLICK: if (prfProfile.bMOUSECONTROL) { UPDATE_HYPERSPACE(iShipMode[Player], iShipModeCnt[Player]); return (MRESULT)TRUE; } return 0; /* Right mouse button double clicked. Display the about dialog box. */ case WM_BUTTON2DBLCLK: if (!prfProfile.bMOUSECONTROL || iGameMode == GAME_MODE_INIT1 || iGameMode == GAME_MODE_INIT2 || TogglePause(CHECK)) { WinDlgBox(HWND_DESKTOP, hwndClient, (PFNWP)AboutDlgProc, NULLHANDLE, IDD_ABOUT, NULL); } return 0; /* User typed a key. Most of this is self explanatory. */ case WM_CHAR: ProcessChar((CHAR) (CHARMSG(&msg)->vkey-1), CHARMSG(&msg)->fs & KC_VIRTUALKEY, (CHAR) (CHARMSG(&msg)->chr), (BOOL) !(CHARMSG(&msg)->fs & KC_KEYUP)); return 0; /* User entered a command via the menu bar. */ case WM_COMMAND: DoCommand(hwnd, msg, mp1, mp2); return 0; /* Suspend/un-suspend game depending on focus */ case WM_SETFOCUS: if ((BOOL) SHORT1FROMMP(mp2)) TogglePause(SUSPEND_OFF); else if (!prfProfile.bBACKGRND) TogglePause(SUSPEND_ON); return 0; /* Keep track of the client window size. Profile information is not * * updated here because there are better places (i.e. at exit) */ case WM_SIZE: cx = (INT)SHORT1FROMMP(mp2); cy = (INT)SHORT2FROMMP(mp2); /* Keep track of client window position. Also updates profile info. */ case WM_MOVE: WinQueryWindowPos(hwndFrame,&swp); if (!(swp.fl & SWP_MAXIMIZE) && !(swp.fl & SWP_MINIMIZE)) { prfProfile.x = swp.x;prfProfile.y = swp.y; prfProfile.cx = swp.cx;prfProfile.cy = swp.cy; } if (swp.fl & SWP_MINIMIZE) if (!prfProfile.bBACKGRND) { /* Set icon */ WinSendMsg(hwndFrame, WM_SETICON, (MPARAM) WinLoadPointer(HWND_DESKTOP, NULLHANDLE, ID_RESOURCE), MPVOID); TogglePause(SUSPEND_ON); } else WinSendMsg(hwndFrame, WM_SETICON, MPVOID, MPVOID); else TogglePause(SUSPEND_OFF); ptlCenter.x = swp.cx / 2; ptlCenter.y = swp.cy / 2; WinMapWindowPoints(hwndClient, HWND_DESKTOP, &ptlCenter, 1L); return 0; /* Recieved approximately 31 times a second. This is the longest and * * ugliest of the messages, partly because there are so many cases * * to keep track of, partly because it must be highly optimized. */ case WM_TIMER: if (prfProfile.bMOUSECONTROL && iGameMode != GAME_MODE_INIT1 && iGameMode != GAME_MODE_INIT2) { POINTL ptl; static BOOL bUp, bLeft, bRight; WinQueryPointerPos(HWND_DESKTOP, &ptl); if (bUp || (ptl.y - ptlCenter.y > 0)) UPDATE_THRUST(iShipMode[Player], bUp = (ptl.y - ptlCenter.y > 0)); if (bLeft || (ptlCenter.x - ptl.x > 0)) UPDATE_LEFT(iShipMode[Player], bLeft = (ptlCenter.x - ptl.x > 0)); if (bRight || (ptlCenter.x - ptl.x < 0)) UPDATE_RIGHT(iShipMode[Player], bRight = (ptlCenter.x - ptl.x < 0)); WinSetPointerPos(HWND_DESKTOP, ptlCenter.x, ptlCenter.y); } /* Determine the current game mode */ switch (iGameMode) { /* Either initialization/attract mode screen. */ case GAME_MODE_INIT1: case GAME_MODE_INIT2: /* Switch screens when count expires */ if (--iGameModeCnt == 0) { if (iGameMode == GAME_MODE_INIT1) iGameMode = GAME_MODE_INIT2; else iGameMode = GAME_MODE_INIT1; iGameModeCnt = GAME_INIT_TIME; /* Score must be redrawn because the attract mode screens * * draw the score differently. */ DrawScore(hps, cx, cy, DRAW_REINIT); } /* Update photons, asteroids, enemy, and score */ UpdatePhotons(hps, cx, cy); if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) { UpdateAsteroids(hps, cx, cy); UpdateEnemy(hps, cx, cy); DrawScore(hps, cx, cy, DRAW_REFRESH); } break; /* Completion of one player's turn or new game */ case GAME_MODE_NEXT: /* Initially, erase and redraw everything for new player */ if (iGameModeCnt-- == GAME_PAUSE_TIME) { if ((cPlayers == MAXPLAYERS) && (Ships[(Player+1) % MAXPLAYERS])) { DrawAsteroids(hps, cx, cy, DRAW_ERASE); DrawPhotons(hps, cx, cy, DRAW_ERASE); Player = (Player+1) % MAXPLAYERS; } DrawScore(hps, cx, cy, DRAW_REINIT); DrawAsteroids(hps, cx, cy, DRAW_INIT); } /* During countdown update score and asteroids */ else if (iGameModeCnt > 0) { if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) { DrawScore(hps, cx, cy, DRAW_REFRESH); UpdateAsteroids(hps, cx, cy); } } /* At end of countdown start the player */ else { InitShip(); InitEnemy(); iGameMode = GAME_MODE_PLAY; DrawScore(hps, cx, cy, DRAW_REINIT); } break; /* Normal play mode */ case GAME_MODE_PLAY: /* Update ship, photons, asteroids, enemy, and score */ UpdateShip(hps, cx, cy); UpdatePhotons(hps, cx, cy); if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) { UpdateAsteroids(hps, cx, cy); UpdateEnemy(hps, cx, cy); /* Erase old and draw new scores if there is a change*/ if (bChangeScore) { bChangeScore = FALSE; DrawScore(hps, cx, cy, DRAW_REINIT); } /* Else just refresh the score */ else DrawScore(hps, cx, cy, DRAW_REFRESH); } break; /* Game over mode. This is the longest and ugliest case because * * conditions are highly dependent on the number of players, * * multiplayer game status, and the number and order of high * * scores. */ case GAME_MODE_OVER: /* Initially, just update the score and number of ships */ if (iGameModeCnt-- == GAME_PAUSE_TIME) DrawScore(hps, cx, cy, DRAW_REINIT); /* During countdown refresh the score and update the asteroids */ else if (iGameModeCnt > 0) { if (uiSpeed == SPEED_OS2 || (bSlowUpdateNow = !bSlowUpdateNow)) { DrawScore(hps, cx, cy, DRAW_REFRESH); UpdateAsteroids(hps, cx, cy); } } /* At the end of the countdown, if there are any other players, * * continue with them. */ else { /* Countinue on with any remaining players. */ if ((cPlayers == MAXPLAYERS) && (Ships[(Player+1) % MAXPLAYERS])) { /* Erase all of the old asteroids. */ DrawAsteroids(hps, cx, cy, DRAW_ERASE); /* Setup everything for the next player */ Player = (Player+1) % MAXPLAYERS; InitShip(); InitEnemy(); iGameMode = GAME_MODE_PLAY; DrawAsteroids(hps, cx, cy, DRAW_INIT); DrawScore(hps, cx, cy, DRAW_REINIT); } /* Check for new high scores and update table as necessary. */ else { /* Erase all of the old asteroids. */ DrawAsteroids(hps, cx, cy, DRAW_ERASE); /* The following if/else block is admittedly a kludge, it is * * simple and it does work, however. Ideally it should * * sort the high scores and update the high score table in * * descending order. */ /* If player 1 scored higher than player 2 then check * * player 1 first for a high score. */ if (Score[0] > Score[1]) for (Player=0;Player<cPlayers;Player++) /* If the player's score is > than the lowest, * * update the high score table. */ if (Score[Player] > prfProfile.lSCORES[9]) { UpdateHighScores(); iGameMode = GAME_MODE_HIGH; } /* Otherwise, make sure he is not asked for his * * initials. */ else Score[Player] = 0; /* Otherwise, check player 2 first */ else for (Player=cPlayers;Player>=0;Player--) /* If the player's score is > than the lowest, * * update the high score table. */ if (Score[Player] > prfProfile.lSCORES[9]) { UpdateHighScores(); iGameMode = GAME_MODE_HIGH; } /* Otherwise, make sure he is not asked for his * * initials. */ else Score[Player] = 0L; /* If there was no high score, go into attract mode */ if (iGameMode != GAME_MODE_HIGH) WinSendMsg(hwnd,WM_INITGAME,MPFROMSHORT(1),(MPARAM) 0L); /* Else, check for player 1's initials first then 2's * * This is not faithful, in the arcade game the player * * with the higher score always goes first. */ else { if (Score[0] > 0L) Player = 0; else Player = 1; DrawScore(hps, cx, cy, DRAW_REINIT); DrawHighScore(hps, cx, cy, DRAW_INIT); } } } break; /* Mode which prompts players to enter their initials */ case GAME_MODE_HIGH: /* If the player's position is > 0 then refresh the screen */ if (Score[Player] > 0L) DrawHighScore(hps, cx, cy, DRAW_REFRESH); /* Else, the current player is done go to the next */ else if ((cPlayers == MAXPLAYERS) && (Player == 0) && (Score[1] > 0L)) { Player++; DrawHighScore(hps, cx, cy, DRAW_REINIT); } /* If there are no more high scores then go into attract mode */ else WinSendMsg(hwnd, WM_INITGAME, MPFROMSHORT(1), MPVOID); break; } return 0; /* Used by help manager */ case HM_QUERY_KEYS_HELP: return((MRESULT)IDH_CLIENTKEYS); /* Recieved always from the system or in the case of an initialization* * error. Both messages will normally save the profile information.* * Ideally the profile section should be moved to a subroutine and the* * the following should be broken into two distinct cases. */ case WM_SAVEAPPLICATION: case WM_DESTROY: /* If the fonts were not found bApplicationOk will be false, in * * that case the window profile information should not be updated.*/ if (TRUE) { /* Copy window position and size info into profile structure */ WinQueryWindowPos(hwndFrame, &swp); if (swp.fl & SWP_MAXIMIZE) prfProfile.ulMINMAX = SWP_MAXIMIZE; else if (swp.fl & SWP_MINIMIZE) prfProfile.ulMINMAX = SWP_MINIMIZE; else { prfProfile.ulMINMAX = 0; prfProfile.x = swp.x;prfProfile.y = swp.y; prfProfile.cx = swp.cx;prfProfile.cy = swp.cy; } /* Write profile information */ PrfWriteProfileData(HINI_USERPROFILE, szClientClass, "Data", &prfProfile, sizeof(PROFILEREC)); } /* If the application is terminating release the fonts and the hps. */ if (msg == WM_DESTROY) { /* Make sure mouse is visible if we hid it before */ ShowMouse(TRUE); /* Release font identifiers and DLL resource module */ GpiSetCharSet(hps, LCID_DEFAULT); GpiDeleteSetId(hps, LCID_LARGE); GpiDeleteSetId(hps, LCID_SMALL); GpiUnloadFonts(hab, "ASTEROID"); /* Release the "permanent" presentation space */ WinReleasePS(hps); } return 0; } return WinDefWindowProc(hwnd, msg, mp1, mp2); }
MRESULT EXPENTRY ViceFileDlgProc(HWND hwnd, ULONG msg, MPARAM mp1, MPARAM mp2) { switch (msg) { case WM_INITDLG: { FILEDLG *fdlg = (FILEDLG*)WinQueryWindowPtr(hwnd, QWL_USER); int i; char *szpath; const int action = fdlg->ulUser; const int nact = (action >> 8) & 0xff; const int nsact = (action) & 0xff; FillABox(hwnd, action ? nact - 1 : 0); FillSBox(hwnd, action ? nsact - 1 : 0); FillFBox(hwnd); NewFilter(hwnd); for (i = 0; i < numfonts; i++) { WinDlgLboxInsertItem(hwnd, DID_FONTNAME_LB, fnames[i]); } WinDlgLboxSelectItem(hwnd, DID_FONTNAME_LB, 0); if (action) { WinEnableControl(hwnd, DID_ACTION_CB, FALSE); WinEnableControl(hwnd, DID_SUBACTION_CB, FALSE); } if (action || fdlg->fl & FDS_SAVEAS_DIALOG) { WinEnableControl(hwnd, DID_AUTOSTART_PB, FALSE); } szpath = util_concat(fdlg->pszIDrive, fdlg->szFullFile, NULL); *(strrchr(szpath, '\\') + 1) = '\0'; WinSetDlgItemText(hwnd, DID_DIR_SELECTED, szpath); lib_free(szpath); szpath = util_concat(archdep_boot_path(), "\\vice2.dll", NULL); if (!GpiLoadFonts(WinQueryAnchorBlock(hwnd), szpath)) { log_debug("dlg-fileio.c: GpiLoadFonts('%s') failed.", szpath); WinEnableControl(hwnd, DID_FONTNAME_LB, FALSE); } lib_free(szpath); } return FALSE; case WM_DESTROY: { char *szpath = util_concat(archdep_boot_path(), "\\vice2.dll", NULL); LboxFreeContents(WinWindowFromID(hwnd, DID_CONTENTS_LB)); if (!GpiUnloadFonts(WinQueryAnchorBlock(hwnd), szpath)) { log_debug("dlg-fileio.c: GpiUnloadFonts('%s') failed.", szpath); } lib_free (szpath); } break; case WM_CONTROL: switch (SHORT1FROMMP(mp1)) { case DID_ACTION_CB: if (SHORT2FROMMP(mp1) == CBN_ENTER) { FillSBox(hwnd, 0); } case DID_SUBACTION_CB: if (SHORT2FROMMP(mp1) == CBN_ENTER) { FillFBox(hwnd); } case DID_FFILTER_CB: if (SHORT2FROMMP(mp1) == CBN_ENTER) { NewFilter(hwnd); } return FALSE; case DID_DIRECTORY_LB: WinDefFileDlgProc(hwnd, msg, mp1, mp2); if (SHORT2FROMMP(mp1) == LN_SELECT || SHORT2FROMMP(mp1) == LN_ENTER) { char szpath[CCHMAXPATH]; const int nr = WinQueryLboxSelectedItem((HWND)mp2); if (nr < 0) { return FALSE; } if (SHORT2FROMMP(mp1) == LN_SELECT && WinQueryFocus(HWND_DESKTOP) == (HWND)mp2) { return FALSE; } if (!GetLboxPath((HWND)mp2, nr, szpath)) { return FALSE; } WinSetDlgItemText(hwnd, DID_DIR_SELECTED, szpath); } return FALSE; case DID_FILENAME_ED: if (WinQueryButtonCheckstate(hwnd, DID_CONTENTS_CB) && SHORT2FROMMP(mp1) == EN_CHANGE) { char szpath[CCHMAXPATH]; if (GetFullFile(hwnd, szpath)) { ShowContents(hwnd, szpath); } } break; case DID_CONTENTS_CB: { const int state = WinQueryButtonCheckstate(hwnd, DID_CONTENTS_CB); WinEnableControl(hwnd, DID_CONTENTS_LB, state); WinEnableControl(hwnd, DID_FONTNAME_LB, state); if (state) { ContentsUpdate(hwnd); } else { LboxFreeContents(WinWindowFromID(hwnd, DID_CONTENTS_LB)); } } return FALSE; case DID_FONTNAME_LB: if (SHORT2FROMMP(mp1) != CBN_ENTER) { break; } ContentsUpdate(hwnd); return FALSE; } break; case WM_COMMAND: switch (SHORT1FROMMP(mp1)) { case DID_DIRUP: { const HWND name = WinWindowFromID(hwnd, DID_FILENAME_ED); const int pos = WinDlgLboxSelectedItem(hwnd, DID_DIRECTORY_LB); char szpath[CCHMAXPATH]; char *cpos; int len; if (!pos) { return FALSE; } WinQueryDlgItemText(hwnd, DID_DIR_SELECTED, CCHMAXPATH - 1, szpath); if (strlen(szpath) < 4) { return FALSE; } *strrchr(szpath, '\\') = '\0'; cpos = strrchr(szpath,'\\') + 1; len = cpos - szpath + 2; if (len == CCHMAXPATH - 1) { return FALSE; } WinQueryDlgItemText(hwnd, DID_FILENAME_ED, CCHMAXPATH - len - 1, cpos); WinSetWindowText(name, szpath); *cpos = '\0'; WinSetDlgItemText(hwnd, DID_DIR_SELECTED, szpath); // // set focus to entry field and simulate an Apply // WinSetFocus(HWND_DESKTOP, name); WinDefFileDlgProc(hwnd, WM_COMMAND, (MPARAM)DID_OK, MPFROM2SHORT(CMDSRC_PUSHBUTTON, TRUE)); } return FALSE; case DID_AUTOSTART_PB: { const int pos = WinDlgLboxSelectedItem(hwnd, DID_CONTENTS_LB); FILEDLG *fdlg = (FILEDLG*)WinQueryWindowPtr(hwnd, QWL_USER); size_t length; char szpath[CCHMAXPATH]; if (!GetFullFile(hwnd, szpath)) { return FALSE; } if (autostart_autodetect(szpath, NULL, pos < 0 ? 0 : pos, AUTOSTART_MODE_RUN)) { return FALSE; } length = strrchr(szpath, '\\') - szpath; fdlg->lReturn = DID_OK; if (length > 0) { fdlg->szFullFile[length] = 0; } } break; } break; case WM_MEASUREITEM: if (SHORT1FROMMP(mp1) == DID_CONTENTS_LB) { return MRFROM2SHORT(9, 9); } break; case WM_DRAWITEM: if (SHORT1FROMMP(mp1) == DID_CONTENTS_LB) { OWNERITEM *item = (OWNERITEM*)mp2; RECTL *rcl = &(item->rclItem); if (rcl->yTop-rcl->yBottom == 9) { image_contents_screencode_t *line = (image_contents_screencode_t *)WinLboxItemHandle(item->hwnd, item->idItem); if (line) { LboxDrawLine(hwnd, item, rcl, line); } item->fsState = item->fsStateOld = 0; } return (MRESULT)TRUE; } break; case FDM_VALIDATE: // mp1 = PSZ pszPathName // mp2 = USHORT Field name id // mr = TRUE -> Valid name { const int sact = WinDlgLboxSelectedItem(hwnd, DID_SUBACTION_CB); const int act = WinDlgLboxSelectedItem(hwnd, DID_ACTION_CB); const FILEDLG *fdlg = (FILEDLG*)WinQueryWindowPtr(hwnd, QWL_USER); char *szpath = (char*)mp1; int rc; char *slash; if (fdlg->fl & FDS_OPEN_DIALOG) { rc = FdmDoLoadAction(hwnd, szpath, act, sact); } else { rc = FdmDoSaveAction(hwnd, szpath, act, sact); } if (rc < 0) { const action_t *action = fdlg->fl & FDS_OPEN_DIALOG ? LoadAction : SaveAction; char *txt = util_concat("The following action couldn't be performed:\n", action[act].type, " ", action[act].subact[sact].action, NULL); HPOINTER hpt = WinLoadPointer(HWND_DESKTOP, NULLHANDLE, 0x101); #ifdef WATCOM_COMPILE struct _MB2D mbtemp; struct _MB2INFO mb; mb.cb = sizeof(MB2INFO); mb.hIcon = hpt; mb.cButtons = 1; mb.flStyle = MB_CUSTOMICON|WS_VISIBLE; mb.hwndNotify = NULLHANDLE; sprintf(mbtemp.achText," OK "); mbtemp.idButton = 0; mbtemp.flStyle = BS_DEFAULT; mb.mb2d[0] = mbtemp; #else MB2INFO mb = { sizeof(MB2INFO), hpt, 1, MB_CUSTOMICON | WS_VISIBLE, NULLHANDLE, " OK ", 0, BS_DEFAULT}; #endif WinMessageBox2(HWND_DESKTOP, hwnd, txt, "VICE/2 Error", 0, &mb); lib_free(txt); return FALSE; } // // FIXME! Better solution? // slash = strrchr(szpath, '\\'); if (slash) { *slash = '\0'; } chdir(szpath); } return (MRESULT)TRUE; } return WinDefFileDlgProc(hwnd, msg, mp1, mp2); }