/* ** 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 . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name : Combat * * * * $Archive:: /Commando/Code/commando/dlgcontrols.cpp $* * * * Author:: Patrick Smith * * * * $Modtime:: 11/09/01 1:27p $* * * * $Revision:: 5 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #include "dlgcontrols.h" #include "dlgcontroltabs.h" #include "dlgcontrolsaveload.h" #include "resource.h" #include "tabctrl.h" #include "dialogresource.h" #include "inputconfigmgr.h" //////////////////////////////////////////////////////////////// // Static member initialization //////////////////////////////////////////////////////////////// ControlsMenuClass * ControlsMenuClass::_TheInstance = NULL; //////////////////////////////////////////////////////////////// // // ControlsMenuClass // //////////////////////////////////////////////////////////////// ControlsMenuClass::ControlsMenuClass (void) : MenuDialogClass (IDD_MENU_CONTROLS) { _TheInstance = this; return ; } //////////////////////////////////////////////////////////////// // // ~ControlsMenuClass // //////////////////////////////////////////////////////////////// ControlsMenuClass::~ControlsMenuClass (void) { _TheInstance = NULL; return ; } //////////////////////////////////////////////////////////////// // // On_Init_Dialog // //////////////////////////////////////////////////////////////// void ControlsMenuClass::On_Init_Dialog (void) { TabCtrlClass *tab_ctrl = (TabCtrlClass *)Get_Dlg_Item (IDC_CONTROL_TABCTRL); if (tab_ctrl != NULL) { // // Add the tabs to the control // TABCTRL_ADD_TAB (tab_ctrl, ControlsBasicMvmtTabClass); TABCTRL_ADD_TAB (tab_ctrl, ControlsAttackTabClass); TABCTRL_ADD_TAB (tab_ctrl, ControlsWeaponsTabClass); TABCTRL_ADD_TAB (tab_ctrl, ControlsLookTabClass); TABCTRL_ADD_TAB (tab_ctrl, ControlsMultiPlayTabClass); } MenuDialogClass::On_Init_Dialog (); return ; } //////////////////////////////////////////////////////////////// // // On_Command // //////////////////////////////////////////////////////////////// void ControlsMenuClass::On_Command (int ctrl_id, int message_id, DWORD param) { switch (ctrl_id) { case IDCANCEL: case IDC_MENU_BACK_BUTTON: Apply_Changes (); break; case IDC_DEFAULTS_BUTTON: InputConfigMgrClass::Load_Default_Configuration (); break; case IDC_SAVELOAD_BUTTON: START_DIALOG (ControlSaveLoadMenuClass); break; } MenuDialogClass::On_Command (ctrl_id, message_id, param); return ; } //////////////////////////////////////////////////////////////// // // Apply_Changes // //////////////////////////////////////////////////////////////// void ControlsMenuClass::Apply_Changes (void) { // // Apply the changes on each tab // TabCtrlClass *tab_ctrl = (TabCtrlClass *)Get_Dlg_Item (IDC_CONTROL_TABCTRL); if (tab_ctrl != NULL) { if (tab_ctrl->Apply_Changes_On_Tabs ()) { // // Save the changes // InputConfigMgrClass::Save_Current_Configuration (); } } return; } //////////////////////////////////////////////////////////////// // // Reload // //////////////////////////////////////////////////////////////// void ControlsMenuClass::Reload (void) { // // Ask each tab to reload its data // TabCtrlClass *tab_ctrl = (TabCtrlClass *)Get_Dlg_Item (IDC_CONTROL_TABCTRL); if (tab_ctrl != NULL) { tab_ctrl->Reload_Tabs (); } return ; }