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https://github.com/electronicarts/CnC_Renegade.git
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Initial commit of Command & Conquer Renegade source code.
This commit is contained in:
289
Code/Tools/LevelEdit/PresetDialogueTab.cpp
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289
Code/Tools/LevelEdit/PresetDialogueTab.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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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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// PresetDialogueTab.cpp : implementation file
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//
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#include "stdafx.h"
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#include "leveledit.h"
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#include "presetdialoguetab.h"
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#include "definition.h"
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#include "preset.h"
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#include "utils.h"
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#include "dialogue.h"
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#include "combatchunkid.h"
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#include "soldier.h"
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#include "translateobj.h"
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#include "translatedb.h"
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#include "editdialoguedialog.h"
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#include "conversationmgr.h"
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#include "conversation.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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// Constants
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/////////////////////////////////////////////////////////////////////////////
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enum
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{
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COL_EVENT = 0,
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COL_TEXT
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};
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/////////////////////////////////////////////////////////////////////////////
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//
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// PresetDialogueTabClass
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//
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/////////////////////////////////////////////////////////////////////////////
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PresetDialogueTabClass::PresetDialogueTabClass (PresetClass *preset)
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: m_Definition (NULL),
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m_DialogueList (NULL),
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m_IsReadOnly (false),
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DockableFormClass(PresetDialogueTabClass::IDD)
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{
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//{{AFX_DATA_INIT(PresetDialogueTabClass)
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// NOTE: the ClassWizard will add member initialization here
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//}}AFX_DATA_INIT
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//
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// Dig the soldier game object definition out from the preset
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//
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if (preset != NULL) {
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DefinitionClass *definition = preset->Get_Definition ();
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if (definition != NULL && definition->Get_Class_ID () == CLASSID_GAME_OBJECT_DEF_SOLDIER) {
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m_Definition = (SoldierGameObjDef *)definition;
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}
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// ~PresetDialogueTabClass
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//
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/////////////////////////////////////////////////////////////////////////////
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PresetDialogueTabClass::~PresetDialogueTabClass (void)
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{
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SAFE_DELETE_ARRAY (m_DialogueList);
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// DoDataExchange
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetDialogueTabClass::DoDataExchange (CDataExchange *pDX)
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{
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DockableFormClass::DoDataExchange(pDX);
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//{{AFX_DATA_MAP(PresetDialogueTabClass)
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DDX_Control(pDX, IDC_DIALOGUE_LIST, m_ListCtrl);
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//}}AFX_DATA_MAP
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return ;
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}
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BEGIN_MESSAGE_MAP(PresetDialogueTabClass, DockableFormClass)
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//{{AFX_MSG_MAP(PresetDialogueTabClass)
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ON_NOTIFY(NM_DBLCLK, IDC_DIALOGUE_LIST, OnDblclkDialogueList)
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//}}AFX_MSG_MAP
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END_MESSAGE_MAP()
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/////////////////////////////////////////////////////////////////////////////
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// PresetDialogueTabClass diagnostics
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#ifdef _DEBUG
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void PresetDialogueTabClass::AssertValid() const
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{
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DockableFormClass::AssertValid();
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}
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void PresetDialogueTabClass::Dump(CDumpContext& dc) const
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{
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DockableFormClass::Dump(dc);
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}
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#endif //_DEBUG
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/////////////////////////////////////////////////////////////////////////////
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//
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// HandleInitDialog
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetDialogueTabClass::HandleInitDialog (void)
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{
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ASSERT (m_Definition != NULL);
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//
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// Configure the list control
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//
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m_ListCtrl.InsertColumn (COL_EVENT, "Event");
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m_ListCtrl.InsertColumn (COL_TEXT, "Text");
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m_ListCtrl.SetExtendedStyle (m_ListCtrl.GetExtendedStyle () | LVS_EX_FULLROWSELECT);
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//
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// Choose a size for the list control's columns
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//
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CRect rect;
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m_ListCtrl.GetClientRect (&rect);
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rect.right -= ::GetSystemMetrics (SM_CXVSCROLL);
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m_ListCtrl.SetColumnWidth (COL_EVENT, rect.Width () / 2);
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m_ListCtrl.SetColumnWidth (COL_TEXT, rect.Width () / 2);
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//
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// Allocate our own copy of the dialog list
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//
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m_DialogueList = new DialogueClass[DIALOG_MAX];
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//
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// Get the list of dialogues from the definition
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//
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DialogueClass *dialog_list = m_Definition->Get_Dialog_List ();
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for (int index = 0; index < DIALOG_MAX; index ++) {
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//
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// Copy this dialog from the definition's list to our own internal list
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//
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m_DialogueList[index] = dialog_list[index];
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//
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// Add an entry to the list control for this dialogue
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//
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int item_index = m_ListCtrl.InsertItem (index, DIALOG_EVENT_NAMES[index]);
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if (item_index >= 0) {
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Update_Entry (item_index);
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}
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}
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//
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// Make the controls read-only if necessary
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//
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if (m_IsReadOnly) {
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::EnableWindow (::GetDlgItem (m_hWnd, IDC_DIALOGUE_LIST), false);
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}
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//
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// Put the focus into the list control
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//
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::SetFocus (::GetDlgItem (m_hWnd, IDC_DIALOGUE_LIST));
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Apply_Changes
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//
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/////////////////////////////////////////////////////////////////////////////
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bool
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PresetDialogueTabClass::Apply_Changes (void)
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{
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DialogueClass *dialog_list = m_Definition->Get_Dialog_List ();
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//
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// Copy the changes into the definition's dialog list
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//
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for (int index = 0; index < DIALOG_MAX; index ++) {
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dialog_list[index] = m_DialogueList[index];
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}
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return true;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// OnDblclkDialogueList
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetDialogueTabClass::OnDblclkDialogueList
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(
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NMHDR * pNMHDR,
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LRESULT * pResult
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)
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{
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(*pResult) = 0;
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//
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// Get the index of the currently selected entry
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//
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int index = m_ListCtrl.GetNextItem (-1, LVNI_ALL | LVNI_SELECTED);
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if (index >= 0 && index < DIALOG_MAX) {
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//
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// Show a dialog to the user that will allow them to edit this entry
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//
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EditDialogueDialogClass dialog (this);
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dialog.Set_Dialogue (&m_DialogueList[index]);
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if (dialog.DoModal () == IDOK) {
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Update_Entry (index);
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InvalidateRect (NULL, TRUE);
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//UpdateWindow ();
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}
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}
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return ;
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}
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/////////////////////////////////////////////////////////////////////////////
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//
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// Update_Entry
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//
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/////////////////////////////////////////////////////////////////////////////
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void
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PresetDialogueTabClass::Update_Entry (int index)
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{
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//
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// Just pick the first remark in the list
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//
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DIALOGUE_OPTION_LIST &option_list = m_DialogueList[index].Get_Option_List ();
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if (option_list.Count () > 0) {
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//
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// Lookup the string entry in our translation database
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//
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int conversation_id = option_list[0]->Get_Conversation_ID ();
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ConversationClass *conversation = ConversationMgrClass::Find_Conversation (conversation_id);
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if (conversation != NULL) {
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//
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// Put this text into the appropriate column in the list control
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//
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m_ListCtrl.SetItemText (index, COL_TEXT, conversation->Get_Name ());
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REF_PTR_RELEASE (conversation);
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}
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} else {
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m_ListCtrl.SetItemText (index, COL_TEXT, "");
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}
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return ;
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}
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