mirror of
https://github.com/kevinbentley/Descent3.git
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102 lines
2.7 KiB
C++
102 lines
2.7 KiB
C++
/*
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* Descent 3
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* Copyright (C) 2024 Parallax Software
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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// DallasTextureDlg.cpp : implementation file
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//
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#include "stdafx.h"
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#include "editor.h"
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#include "gametexture.h"
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#include "DallasTextureDlg.h"
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#ifdef _DEBUG
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#define new DEBUG_NEW
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#undef THIS_FILE
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static char THIS_FILE[] = __FILE__;
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#endif
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/////////////////////////////////////////////////////////////////////////////
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// CDallasTextureDlg dialog
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CDallasTextureDlg::CDallasTextureDlg(CWnd *pParent /*=NULL*/) : CDialog(CDallasTextureDlg::IDD, pParent) {
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//{{AFX_DATA_INIT(CDallasTextureDlg)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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m_TextureName = "";
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m_TextureIndex = -1;
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}
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void CDallasTextureDlg::DoDataExchange(CDataExchange *pDX) {
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CDialog::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(CDallasTextureDlg)
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DDX_Control(pDX, IDC_TEXTURE_LIST, m_TextureList);
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//}}AFX_DATA_MAP
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}
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BEGIN_MESSAGE_MAP(CDallasTextureDlg, CDialog)
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//{{AFX_MSG_MAP(CDallasTextureDlg)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// CDallasTextureDlg message handlers
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BOOL CDallasTextureDlg::OnInitDialog() {
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CDialog::OnInitDialog();
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FillTextureList();
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if (!m_TextureName.IsEmpty())
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m_TextureList.SelectString(-1, m_TextureName.GetBuffer(0));
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return TRUE; // return TRUE unless you set the focus to a control
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// EXCEPTION: OCX Property Pages should return FALSE
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}
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void CDallasTextureDlg::OnOK() {
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int index = m_TextureList.GetCurSel();
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if (index == LB_ERR)
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return;
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m_TextureIndex = m_TextureList.GetItemData(index);
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CDialog::OnOK();
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}
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void CDallasTextureDlg::OnCancel() {
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// TODO: Add extra cleanup here
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CDialog::OnCancel();
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}
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void CDallasTextureDlg::FillTextureList(void) {
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int i;
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// Fill the menus with sounds
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for (i = 0; i < MAX_TEXTURES; i++) {
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if ((GameTextures[i].used) && (strlen(GameTextures[i].name) > 0)) {
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int index;
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index = m_TextureList.AddString(GameTextures[i].name);
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if (index != LB_ERR) {
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m_TextureList.SetItemData(index, i);
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}
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}
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}
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}
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