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- /*
- ** Command & Conquer Renegade(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- // PresetDialogueTab.cpp : implementation file
- //
- #include "stdafx.h"
- #include "leveledit.h"
- #include "presetdialoguetab.h"
- #include "definition.h"
- #include "preset.h"
- #include "utils.h"
- #include "dialogue.h"
- #include "combatchunkid.h"
- #include "soldier.h"
- #include "translateobj.h"
- #include "translatedb.h"
- #include "editdialoguedialog.h"
- #include "conversationmgr.h"
- #include "conversation.h"
- #ifdef _DEBUG
- #define new DEBUG_NEW
- #undef THIS_FILE
- static char THIS_FILE[] = __FILE__;
- #endif
- /////////////////////////////////////////////////////////////////////////////
- // Constants
- /////////////////////////////////////////////////////////////////////////////
- enum
- {
- COL_EVENT = 0,
- COL_TEXT
- };
- /////////////////////////////////////////////////////////////////////////////
- //
- // PresetDialogueTabClass
- //
- /////////////////////////////////////////////////////////////////////////////
- PresetDialogueTabClass::PresetDialogueTabClass (PresetClass *preset)
- : m_Definition (NULL),
- m_DialogueList (NULL),
- m_IsReadOnly (false),
- DockableFormClass(PresetDialogueTabClass::IDD)
- {
- //{{AFX_DATA_INIT(PresetDialogueTabClass)
- // NOTE: the ClassWizard will add member initialization here
- //}}AFX_DATA_INIT
-
- //
- // Dig the soldier game object definition out from the preset
- //
- if (preset != NULL) {
- DefinitionClass *definition = preset->Get_Definition ();
- if (definition != NULL && definition->Get_Class_ID () == CLASSID_GAME_OBJECT_DEF_SOLDIER) {
- m_Definition = (SoldierGameObjDef *)definition;
- }
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////
- //
- // ~PresetDialogueTabClass
- //
- /////////////////////////////////////////////////////////////////////////////
- PresetDialogueTabClass::~PresetDialogueTabClass (void)
- {
- SAFE_DELETE_ARRAY (m_DialogueList);
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////
- //
- // DoDataExchange
- //
- /////////////////////////////////////////////////////////////////////////////
- void
- PresetDialogueTabClass::DoDataExchange (CDataExchange *pDX)
- {
- DockableFormClass::DoDataExchange(pDX);
- //{{AFX_DATA_MAP(PresetDialogueTabClass)
- DDX_Control(pDX, IDC_DIALOGUE_LIST, m_ListCtrl);
- //}}AFX_DATA_MAP
- return ;
- }
- BEGIN_MESSAGE_MAP(PresetDialogueTabClass, DockableFormClass)
- //{{AFX_MSG_MAP(PresetDialogueTabClass)
- ON_NOTIFY(NM_DBLCLK, IDC_DIALOGUE_LIST, OnDblclkDialogueList)
- //}}AFX_MSG_MAP
- END_MESSAGE_MAP()
- /////////////////////////////////////////////////////////////////////////////
- // PresetDialogueTabClass diagnostics
- #ifdef _DEBUG
- void PresetDialogueTabClass::AssertValid() const
- {
- DockableFormClass::AssertValid();
- }
- void PresetDialogueTabClass::Dump(CDumpContext& dc) const
- {
- DockableFormClass::Dump(dc);
- }
- #endif //_DEBUG
- /////////////////////////////////////////////////////////////////////////////
- //
- // HandleInitDialog
- //
- /////////////////////////////////////////////////////////////////////////////
- void
- PresetDialogueTabClass::HandleInitDialog (void)
- {
- ASSERT (m_Definition != NULL);
- //
- // Configure the list control
- //
- m_ListCtrl.InsertColumn (COL_EVENT, "Event");
- m_ListCtrl.InsertColumn (COL_TEXT, "Text");
- m_ListCtrl.SetExtendedStyle (m_ListCtrl.GetExtendedStyle () | LVS_EX_FULLROWSELECT);
-
- //
- // Choose a size for the list control's columns
- //
- CRect rect;
- m_ListCtrl.GetClientRect (&rect);
- rect.right -= ::GetSystemMetrics (SM_CXVSCROLL);
- m_ListCtrl.SetColumnWidth (COL_EVENT, rect.Width () / 2);
- m_ListCtrl.SetColumnWidth (COL_TEXT, rect.Width () / 2);
- //
- // Allocate our own copy of the dialog list
- //
- m_DialogueList = new DialogueClass[DIALOG_MAX];
-
- //
- // Get the list of dialogues from the definition
- //
- DialogueClass *dialog_list = m_Definition->Get_Dialog_List ();
- for (int index = 0; index < DIALOG_MAX; index ++) {
-
- //
- // Copy this dialog from the definition's list to our own internal list
- //
- m_DialogueList[index] = dialog_list[index];
-
- //
- // Add an entry to the list control for this dialogue
- //
- int item_index = m_ListCtrl.InsertItem (index, DIALOG_EVENT_NAMES[index]);
- if (item_index >= 0) {
- Update_Entry (item_index);
- }
- }
- //
- // Make the controls read-only if necessary
- //
- if (m_IsReadOnly) {
- ::EnableWindow (::GetDlgItem (m_hWnd, IDC_DIALOGUE_LIST), false);
- }
- //
- // Put the focus into the list control
- //
- ::SetFocus (::GetDlgItem (m_hWnd, IDC_DIALOGUE_LIST));
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////
- //
- // Apply_Changes
- //
- /////////////////////////////////////////////////////////////////////////////
- bool
- PresetDialogueTabClass::Apply_Changes (void)
- {
- DialogueClass *dialog_list = m_Definition->Get_Dialog_List ();
- //
- // Copy the changes into the definition's dialog list
- //
- for (int index = 0; index < DIALOG_MAX; index ++) {
- dialog_list[index] = m_DialogueList[index];
- }
- return true;
- }
- /////////////////////////////////////////////////////////////////////////////
- //
- // OnDblclkDialogueList
- //
- /////////////////////////////////////////////////////////////////////////////
- void
- PresetDialogueTabClass::OnDblclkDialogueList
- (
- NMHDR * pNMHDR,
- LRESULT * pResult
- )
- {
- (*pResult) = 0;
- //
- // Get the index of the currently selected entry
- //
- int index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
- if (index >= 0 && index < DIALOG_MAX) {
- //
- // Show a dialog to the user that will allow them to edit this entry
- //
- EditDialogueDialogClass dialog (this);
- dialog.Set_Dialogue (&m_DialogueList[index]);
- if (dialog.DoModal () == IDOK) {
- Update_Entry (index);
- InvalidateRect (NULL, TRUE);
- //UpdateWindow ();
- }
- }
- return ;
- }
- /////////////////////////////////////////////////////////////////////////////
- //
- // Update_Entry
- //
- /////////////////////////////////////////////////////////////////////////////
- void
- PresetDialogueTabClass::Update_Entry (int index)
- {
- //
- // Just pick the first remark in the list
- //
- DIALOGUE_OPTION_LIST &option_list = m_DialogueList[index].Get_Option_List ();
- if (option_list.Count () > 0) {
-
- //
- // Lookup the string entry in our translation database
- //
- int conversation_id = option_list[0]->Get_Conversation_ID ();
- ConversationClass *conversation = ConversationMgrClass::Find_Conversation (conversation_id);
- if (conversation != NULL) {
-
- //
- // Put this text into the appropriate column in the list control
- //
- m_ListCtrl.SetItemText (index, COL_TEXT, conversation->Get_Name ());
- REF_PTR_RELEASE (conversation);
- }
- } else {
- m_ListCtrl.SetItemText (index, COL_TEXT, "");
- }
-
- return ;
- }
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