Files
Descent3/editor/DallasTextureDlg.cpp
2024-04-19 14:58:24 -06:00

93 lines
1.9 KiB
C++

// DallasTextureDlg.cpp : implementation file
//
#include "stdafx.h"
#include "editor.h"
#include "gametexture.h"
#include "DallasTextureDlg.h"
#ifdef _DEBUG
#define new DEBUG_NEW
#undef THIS_FILE
static char THIS_FILE[] = __FILE__;
#endif
/////////////////////////////////////////////////////////////////////////////
// CDallasTextureDlg dialog
CDallasTextureDlg::CDallasTextureDlg(CWnd* pParent /*=NULL*/)
: CDialog(CDallasTextureDlg::IDD, pParent)
{
//{{AFX_DATA_INIT(CDallasTextureDlg)
// NOTE: the ClassWizard will add member initialization here
//}}AFX_DATA_INIT
m_TextureName="";
m_TextureIndex=-1;
}
void CDallasTextureDlg::DoDataExchange(CDataExchange* pDX)
{
CDialog::DoDataExchange(pDX);
//{{AFX_DATA_MAP(CDallasTextureDlg)
DDX_Control(pDX, IDC_TEXTURE_LIST, m_TextureList);
//}}AFX_DATA_MAP
}
BEGIN_MESSAGE_MAP(CDallasTextureDlg, CDialog)
//{{AFX_MSG_MAP(CDallasTextureDlg)
//}}AFX_MSG_MAP
END_MESSAGE_MAP()
/////////////////////////////////////////////////////////////////////////////
// CDallasTextureDlg message handlers
BOOL CDallasTextureDlg::OnInitDialog()
{
CDialog::OnInitDialog();
FillTextureList();
if(!m_TextureName.IsEmpty())
m_TextureList.SelectString(-1,m_TextureName.GetBuffer(0));
return TRUE; // return TRUE unless you set the focus to a control
// EXCEPTION: OCX Property Pages should return FALSE
}
void CDallasTextureDlg::OnOK()
{
int index=m_TextureList.GetCurSel();
if(index==LB_ERR) return;
m_TextureIndex=m_TextureList.GetItemData(index);
CDialog::OnOK();
}
void CDallasTextureDlg::OnCancel()
{
// TODO: Add extra cleanup here
CDialog::OnCancel();
}
void CDallasTextureDlg::FillTextureList(void)
{
int i;
// Fill the menus with sounds
for (i=0;i<MAX_TEXTURES;i++) {
if((GameTextures[i].used) && (strlen(GameTextures[i].name)>0)) {
int index;
index=m_TextureList.AddString(GameTextures[i].name);
if(index!=LB_ERR) {
m_TextureList.SetItemData(index,i);
}
}
}
}