Torque3D/Engine/source/platformWin32/nativeDialogs/win32MsgBox.cpp
Ben Payne fcf52fb5e0 Rename the memory allocating versions to make prev error less likely
The behavior is different enough that these shouldn't be overloaded
with the non-allocating verions. Also makes it more obvious what is
going on to the caller.
2015-01-26 16:52:06 -05:00

131 lines
4.1 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "platformWin32/platformWin32.h"
#include "platform/platformInput.h"
#include "platform/nativeDialogs/msgBox.h"
#include "console/console.h"
#include "core/strings/unicode.h"
#include "windowManager/platformWindowMgr.h"
#include "windowManager/win32/win32Window.h"
struct _FlagMap
{
S32 num;
U32 flag;
};
static _FlagMap sgButtonMap[] =
{
{ MBOk, MB_OK },
{ MBOkCancel, MB_OKCANCEL },
{ MBRetryCancel, MB_RETRYCANCEL },
{ MBSaveDontSave, MB_YESNO },
{ MBSaveDontSaveCancel, MB_YESNOCANCEL },
{ 0xffffffff, 0xffffffff }
};
static _FlagMap sgIconMap[] =
{
{ MIWarning, MB_ICONWARNING },
{ MIInformation, MB_ICONINFORMATION },
{ MIQuestion, MB_ICONQUESTION },
{ MIStop, MB_ICONSTOP },
{ 0xffffffff, 0xffffffff }
};
static _FlagMap sgMsgBoxRetMap[] =
{
{ IDCANCEL, MRCancel },
{ IDNO, MRDontSave },
{ IDOK, MROk},
{ IDRETRY, MRRetry },
{ IDYES, MROk },
{ 0xffffffff, 0xffffffff }
};
//-----------------------------------------------------------------------------
static U32 getMaskFromID(_FlagMap *map, S32 id)
{
for(S32 i = 0;map[i].num != 0xffffffff && map[i].flag != 0xffffffff;++i)
{
if(map[i].num == id)
return map[i].flag;
}
return 0;
}
//-----------------------------------------------------------------------------
#ifndef TORQUE_SDL
S32 Platform::messageBox(const UTF8 *title, const UTF8 *message, MBButtons buttons, MBIcons icon)
{
PlatformWindow *pWindow = WindowManager->getFirstWindow();
// Get us rendering while we're blocking.
winState.renderThreadBlocked = true;
// We don't keep a locked mouse or else we're going
// to end up possibly locking our mouse out of the
// message box area
bool cursorLocked = pWindow && pWindow->isMouseLocked();
if( cursorLocked )
pWindow->setMouseLocked( false );
// Need a visible cursor to click stuff accurately
bool cursorVisible = !pWindow || pWindow->isCursorVisible();
if( !cursorVisible )
pWindow->setCursorVisible(true);
#ifdef UNICODE
const UTF16 *msg = createUTF16string(message);
const UTF16 *t = createUTF16string(title);
#else
const UTF8 *msg = message;
const UTF8 *t = title;
#endif
HWND parent = pWindow ? static_cast<Win32Window*>(pWindow)->getHWND() : NULL;
S32 ret = ::MessageBox( parent, msg, t, getMaskFromID(sgButtonMap, buttons) | getMaskFromID(sgIconMap, icon));
#ifdef UNICODE
delete [] msg;
delete [] t;
#endif
// Dialog is gone.
winState.renderThreadBlocked = false;
if( cursorVisible == false )
pWindow->setCursorVisible( false );
if( cursorLocked == true )
pWindow->setMouseLocked( true );
return getMaskFromID(sgMsgBoxRetMap, ret);
}
#endif