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#pragma once
using namespace System;
using namespace System::ComponentModel;
using namespace System::Collections;
using namespace System::Windows::Forms;
using namespace System::Data;
using namespace System::Drawing;
typedef struct SWeaponMasks {
int iGame;
int iLaserMask;
int iMissileMask;
} SWeaponMasks;
namespace Creator {
/// <summary>
/// Summary for CustomiseWeapons
/// </summary>
public ref class CustomiseWeapons : public System::Windows::Forms::UserControl
{
public:
CustomiseWeapons(Windows::Forms::Form ^parent, CLinkList<SWeaponMasks> *weapons, CShipData *shipData)
{
InitializeComponent();
m_pShipData = shipData;
m_pWeapons = weapons;
m_pParent = parent;
m_bUpdating = false;
this->SetupControls();
}
void AddGameEntry(String ^game) { this->ComboGameLaser->Items->Add(game); }
void SetupControlsEnd() { this->ComboGameLaser->SelectedIndex = 0; }
protected:
/// <summary>
/// Clean up any resources being used.
/// </summary>
void SetupControls();
void UpdateWeaponsList();
void SaveWeaponsList();
~CustomiseWeapons()
{
if (components)
{
delete components;
}
}
private: System::Windows::Forms::ListView^ ListWeapons;
protected:
private: System::Windows::Forms::ColumnHeader^ columnHeader1;
private: System::Windows::Forms::ColumnHeader^ columnHeader2;
private: System::Windows::Forms::FlowLayoutPanel^ flowLayoutPanel1;
private: System::Windows::Forms::RadioButton^ RadioLasers;
private: System::Windows::Forms::RadioButton^ RadioMissiles;
private: System::Windows::Forms::CheckBox^ CheckWeaponDefault;
private: System::Windows::Forms::Button^ ButCopyDefault;
private: System::Windows::Forms::Panel^ panel34;
private: System::Windows::Forms::ComboBox^ ComboGameLaser;
private: System::Windows::Forms::Label^ label51;
private:
Windows::Forms::Form ^m_pParent;
bool m_bUpdating;
CLinkList<SWeaponMasks> *m_pWeapons;
CShipData *m_pShipData;
/// <summary>
/// Required designer variable.
/// </summary>
System::ComponentModel::Container ^components;
#pragma region Windows Form Designer generated code
/// <summary>
/// Required method for Designer support - do not modify
/// the contents of this method with the code editor.
/// </summary>
void InitializeComponent(void)
{
this->ListWeapons = (gcnew System::Windows::Forms::ListView());
this->columnHeader1 = (gcnew System::Windows::Forms::ColumnHeader());
this->columnHeader2 = (gcnew System::Windows::Forms::ColumnHeader());
this->flowLayoutPanel1 = (gcnew System::Windows::Forms::FlowLayoutPanel());
this->RadioLasers = (gcnew System::Windows::Forms::RadioButton());
this->RadioMissiles = (gcnew System::Windows::Forms::RadioButton());
this->CheckWeaponDefault = (gcnew System::Windows::Forms::CheckBox());
this->ButCopyDefault = (gcnew System::Windows::Forms::Button());
this->panel34 = (gcnew System::Windows::Forms::Panel());
this->ComboGameLaser = (gcnew System::Windows::Forms::ComboBox());
this->label51 = (gcnew System::Windows::Forms::Label());
this->flowLayoutPanel1->SuspendLayout();
this->panel34->SuspendLayout();
this->SuspendLayout();
//
// ListWeapons
//
this->ListWeapons->CheckBoxes = true;
this->ListWeapons->Columns->AddRange(gcnew cli::array< System::Windows::Forms::ColumnHeader^ >(2) {
this->columnHeader1,
this->columnHeader2
});
this->ListWeapons->Dock = System::Windows::Forms::DockStyle::Fill;
this->ListWeapons->FullRowSelect = true;
this->ListWeapons->HideSelection = false;
this->ListWeapons->Location = System::Drawing::Point(0, 48);
this->ListWeapons->Name = L"ListWeapons";
this->ListWeapons->Size = System::Drawing::Size(552, 588);
this->ListWeapons->TabIndex = 5;
this->ListWeapons->UseCompatibleStateImageBehavior = false;
this->ListWeapons->View = System::Windows::Forms::View::Details;
this->ListWeapons->ItemCheck += gcnew System::Windows::Forms::ItemCheckEventHandler(this, &CustomiseWeapons::ListWeapons_ItemCheck);
this->ListWeapons->ItemChecked += gcnew System::Windows::Forms::ItemCheckedEventHandler(this, &CustomiseWeapons::ListWeapons_ItemChecked);
//
// columnHeader1
//
this->columnHeader1->Text = L"Group";
//
// columnHeader2
//
this->columnHeader2->Text = L"Weapons";
//
// flowLayoutPanel1
//
this->flowLayoutPanel1->Controls->Add(this->RadioLasers);
this->flowLayoutPanel1->Controls->Add(this->RadioMissiles);
this->flowLayoutPanel1->Controls->Add(this->CheckWeaponDefault);
this->flowLayoutPanel1->Controls->Add(this->ButCopyDefault);
this->flowLayoutPanel1->Dock = System::Windows::Forms::DockStyle::Top;
this->flowLayoutPanel1->Location = System::Drawing::Point(0, 22);
this->flowLayoutPanel1->Name = L"flowLayoutPanel1";
this->flowLayoutPanel1->Size = System::Drawing::Size(552, 26);
this->flowLayoutPanel1->TabIndex = 4;
//
// RadioLasers
//
this->RadioLasers->AutoSize = true;
this->RadioLasers->Checked = true;
this->RadioLasers->Location = System::Drawing::Point(3, 3);
this->RadioLasers->Name = L"RadioLasers";
this->RadioLasers->Size = System::Drawing::Size(116, 17);
this->RadioLasers->TabIndex = 0;
this->RadioLasers->TabStop = true;
this->RadioLasers->Text = L"Laser Compatability";
this->RadioLasers->UseVisualStyleBackColor = true;
this->RadioLasers->CheckedChanged += gcnew System::EventHandler(this, &CustomiseWeapons::RadioLasers_CheckedChanged);
//
// RadioMissiles
//
this->RadioMissiles->AutoSize = true;
this->RadioMissiles->Location = System::Drawing::Point(125, 3);
this->RadioMissiles->Name = L"RadioMissiles";
this->RadioMissiles->Size = System::Drawing::Size(121, 17);
this->RadioMissiles->TabIndex = 1;
this->RadioMissiles->Text = L"Missile Compatability";
this->RadioMissiles->UseVisualStyleBackColor = true;
this->RadioMissiles->CheckedChanged += gcnew System::EventHandler(this, &CustomiseWeapons::RadioMissiles_CheckedChanged);
//
// CheckWeaponDefault
//
this->CheckWeaponDefault->AutoSize = true;
this->CheckWeaponDefault->Location = System::Drawing::Point(252, 3);
this->CheckWeaponDefault->Name = L"CheckWeaponDefault";
this->CheckWeaponDefault->Size = System::Drawing::Size(82, 17);
this->CheckWeaponDefault->TabIndex = 2;
this->CheckWeaponDefault->Text = L"Use Default";
this->CheckWeaponDefault->UseVisualStyleBackColor = true;
this->CheckWeaponDefault->CheckedChanged += gcnew System::EventHandler(this, &CustomiseWeapons::CheckWeaponDefault_CheckedChanged);
//
// ButCopyDefault
//
this->ButCopyDefault->AutoSize = true;
this->ButCopyDefault->Location = System::Drawing::Point(340, 3);
this->ButCopyDefault->Name = L"ButCopyDefault";
this->ButCopyDefault->Size = System::Drawing::Size(83, 23);
this->ButCopyDefault->TabIndex = 2;
this->ButCopyDefault->Text = L"Copy Defaults";
this->ButCopyDefault->UseVisualStyleBackColor = true;
this->ButCopyDefault->Click += gcnew System::EventHandler(this, &CustomiseWeapons::ButCopyDefault_Click);
//
// panel34
//
this->panel34->Controls->Add(this->ComboGameLaser);
this->panel34->Controls->Add(this->label51);
this->panel34->Dock = System::Windows::Forms::DockStyle::Top;
this->panel34->Location = System::Drawing::Point(0, 0);
this->panel34->Name = L"panel34";
this->panel34->Size = System::Drawing::Size(552, 22);
this->panel34->TabIndex = 3;
//
// ComboGameLaser
//
this->ComboGameLaser->Dock = System::Windows::Forms::DockStyle::Fill;
this->ComboGameLaser->DropDownStyle = System::Windows::Forms::ComboBoxStyle::DropDownList;
this->ComboGameLaser->FormattingEnabled = true;
this->ComboGameLaser->Location = System::Drawing::Point(188, 0);
this->ComboGameLaser->Name = L"ComboGameLaser";
this->ComboGameLaser->Size = System::Drawing::Size(364, 21);
this->ComboGameLaser->TabIndex = 0;
this->ComboGameLaser->SelectedIndexChanged += gcnew System::EventHandler(this, &CustomiseWeapons::ComboGameLaser_SelectedIndexChanged);
//
// label51
//
this->label51->Dock = System::Windows::Forms::DockStyle::Left;
this->label51->Font = (gcnew System::Drawing::Font(L"Microsoft Sans Serif", 9.75F, System::Drawing::FontStyle::Bold, System::Drawing::GraphicsUnit::Point,
static_cast<System::Byte>(0)));
this->label51->Location = System::Drawing::Point(0, 0);
this->label51->Name = L"label51";
this->label51->Size = System::Drawing::Size(188, 22);
this->label51->TabIndex = 1;
this->label51->Text = L"X-Universe Game:";
this->label51->TextAlign = System::Drawing::ContentAlignment::MiddleLeft;
//
// CustomiseWeapons
//
this->AutoScaleDimensions = System::Drawing::SizeF(6, 13);
this->AutoScaleMode = System::Windows::Forms::AutoScaleMode::Font;
this->Controls->Add(this->ListWeapons);
this->Controls->Add(this->flowLayoutPanel1);
this->Controls->Add(this->panel34);
this->Name = L"CustomiseWeapons";
this->Size = System::Drawing::Size(552, 636);
this->flowLayoutPanel1->ResumeLayout(false);
this->flowLayoutPanel1->PerformLayout();
this->panel34->ResumeLayout(false);
this->ResumeLayout(false);
}
#pragma endregion
private: System::Void ListWeapons_ItemChecked(System::Object^ sender, System::Windows::Forms::ItemCheckedEventArgs^ e) {
this->SaveWeaponsList();
}
private: System::Void RadioLasers_CheckedChanged(System::Object^ sender, System::EventArgs^ e) {
this->UpdateWeaponsList();
}
private: System::Void RadioMissiles_CheckedChanged(System::Object^ sender, System::EventArgs^ e) {
this->UpdateWeaponsList();
}
private: System::Void ComboGameLaser_SelectedIndexChanged(System::Object^ sender, System::EventArgs^ e) {
this->UpdateWeaponsList();
}
private: System::Void CheckWeaponDefault_CheckedChanged(System::Object^ sender, System::EventArgs^ e) {
if ( this->CheckWeaponDefault->Checked ) {
this->ListWeapons->BackColor = Color::Gainsboro;
}
else {
this->ListWeapons->BackColor = Color::White;
}
this->ButCopyDefault->Visible = !this->CheckWeaponDefault->Checked;
if ( m_bUpdating ) return;
int value = (this->CheckWeaponDefault->Checked) ? -1 : 0;
for ( SWeaponMasks *m = m_pWeapons->First(); m; m = m_pWeapons->Next() )
{
if ( m->iGame == this->ComboGameLaser->SelectedIndex )
{
if ( this->RadioMissiles->Checked )
m->iMissileMask = value;
else
m->iLaserMask = value;
break;
}
}
this->UpdateWeaponsList();
}
private: System::Void ButCopyDefault_Click(System::Object^ sender, System::EventArgs^ e) {
for ( SWeaponMasks *m = m_pWeapons->First(); m; m = m_pWeapons->Next() )
{
if ( m->iGame == this->ComboGameLaser->SelectedIndex )
{
if ( this->RadioMissiles->Checked )
m->iMissileMask = m_pShipData->iMissileMask;
else
m->iLaserMask = m_pShipData->iLaserMask;
break;
}
}
this->UpdateWeaponsList();
}
private: System::Void ListWeapons_ItemCheck(System::Object^ sender, System::Windows::Forms::ItemCheckEventArgs^ e) {
if ( this->CheckWeaponDefault->Checked && !m_bUpdating ) {
e->NewValue = e->CurrentValue;
}
}
};
}