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#include "DemoDialog.h"
#include "Res.h"
#include "GameApp.h"
#include "SexyAppFramework/SexyAppBase.h"
#include "SexyAppFramework/WidgetManager.h"
#include "SexyAppFramework/Font.h"
#include "SexyAppFramework/DialogButton.h"
#include "SexyAppFramework/Checkbox.h"

// We're going to use a slider widget to control sound/music volume
#include "SexyAppFramework/Slider.h"

using namespace Sexy;


//////////////////////////////////////////////////////////////////////////
//      Let's do a little explanation of the parent Dialog class, shall we?
//      The first parameter we pass it is an image to use for the dialog box.
//
//      This image has to have the property that its width and height be
//      divisible by 3. Why? For stretching/tiling, in case you want the
//      dialog box to be bigger than the actual image. The image can
//      be thought of as being divided into regions. The 4 corners
//      are drawn normally, and the remaining chunks (which comprise a third
//      of the image height or the image width) are tiled to allow for
//      the stretching of the dialog box.
//
//      The image for the dialog button works the same way and must have
//      the same properties. Dialogs use a DialogButton class which is exactly
//      the same as a normal button class, except that they support tiling
//      the image if it is stretched larger than the original image is.
//
//      The third parameter is the ID to use for the dialog box.
//
//      The fourth indicates if the dialog is modal. If it is, then only the
//      dialog box and any widget above it (like its buttons) will receive
//      keyboard and mouse input. This is just like in Windows when a file
//      dialog appears and you can't click on the window of the application
//      below it.
//
//      The fifth parameter is the header to use for the dialog box.
//
//      The sixth parameter is the text to display in the body of the dialog
//      box. You can use the newline (\n) character for line breaks.
//
//      The seventh parameter is optional, and is only used if the eigth
//      parameter is Dialog::BUTTONS_FOOTER. This is the text to display on
//      the footer (bottom) dialog button.
//
//      The eigth parameter indicates what type of buttons are to display.
//      You can use BUTTONS_YES_NO or BUTTONS_OK_CANCEL for the standard
//      "Yes", "No" or "OK", "Cancel" options, BUTTONS_NONE for no buttons,
//      or BUTTONS_FOOTER for a single button that runs along the bottom.
//      Of course, you can change the labels on any of the buttons if you
//      like.
//
//      The YES/OK/FOOTER buttons have a value of 2000 + the dialog's ID.
//      The NO/CANCEL buttons have a value of 3000 + the dialog's ID.
//////////////////////////////////////////////////////////////////////////
DemoDialog::DemoDialog(std::string theHeader, std::string theBody) :
Dialog(IMAGE_DIALOG_BOX, IMAGE_DIALOG_BUTTON, DemoDialog::DIALOG_ID, true, StringToSexyStringFast(theHeader), StringToSexyStringFast(theBody), _S("CLOSE"), Dialog::BUTTONS_FOOTER)
{
        // We can set the rectangular region in which all text/buttons are to go
        // by changing the mContentInsets variable. The first parameter
        // is the distance from the left side of the dialog box, the second
        // is the distance from the top, third is distance from the right,
        // and fourth is distance from the bottom in which content
        // can be placed.
        mContentInsets = Insets(23, 20, 23, 20);

        // We can then set a value for how many pixels below the inset top
        // the text body should go:
        mSpaceAfterHeader = 30;

        // Let's also set the fonts to use for the header and the text. We should
        // use the SetXXXFont functions instead of directly modifying the font because
        // the dialog class makes a copy of the font and then deletes it in its destructor.
        // This is due to backwards compatibility with our old Java framework.
        SetHeaderFont(FONT_DEFAULT);
        SetLinesFont(FONT_DEFAULT);
        SetButtonFont(FONT_DEFAULT);

        // We can also change the color of the text
        SetColor(COLOR_HEADER, Color::Black);
        SetColor(COLOR_LINES, Color::Black);

        // Now let's create some sliders to control the music and sound volume with.
        // The first parameter is the image to use for the track of the slider. The
        // second is the image to use for the little movable "thumb" icon.
        // The third is the ID and the fourth is the widget who wants to listen to
        // the slider.
        mMusicVolumeSlider = new Slider(IMAGE_SLIDER_TRACK, IMAGE_SLIDER_THUMB, DemoDialog::MUSIC_SLIDER_ID, this);

        // Let's set the value of the music slider to what the current volume is.
        // SexyAppBase has a GetMusicVolume function that returns this amount.
        // But wait, we didn't get a SexyAppBase pointer passed into the constructor!
        // Don't worry. gSexyAppBase is externed in SexyAppBase.h and we can use that instead.
        mMusicVolumeSlider->SetValue(gSexyAppBase->GetMusicVolume());

        mSfxVolumeSlider = new Slider(IMAGE_SLIDER_TRACK, IMAGE_SLIDER_THUMB, DemoDialog::SFX_SLIDER_ID, this);

        // Let's set the sound volume to the current volume, just like we did with the music slider
        mSfxVolumeSlider->SetValue(gSexyAppBase->GetSfxVolume());

        // Let's make a button to show off how to use random numbers
        mRandomBtn = new DialogButton(IMAGE_DIALOG_BUTTON, DemoDialog::RANDOM_BTN_ID, this);
        mRandomBtn->mLabel = _S("Random #");
        mRandomBtn->SetFont(FONT_DEFAULT);

        // To illustrate the mClip example, we'll use a button to toggle it.
        mClipBtn = new DialogButton(IMAGE_DIALOG_BUTTON, DemoDialog::CLIP_BTN_ID, this);
        mClipBtn->mLabel = _S("Clipping");
        mClipBtn->SetFont(FONT_DEFAULT);

        m3DCheckbox = new Checkbox(IMAGE_CHECKBOX, IMAGE_CHECKBOX, DemoDialog::HARDWARE_CHECKBOX_ID, this);
        mFSCheckbox = new Checkbox(IMAGE_CHECKBOX, IMAGE_CHECKBOX, DemoDialog::FS_CHECKBOX_ID, this);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
DemoDialog::~DemoDialog()
{
        delete mMusicVolumeSlider;
        delete mSfxVolumeSlider;
        delete mRandomBtn;
        delete mClipBtn;
        delete m3DCheckbox;
        delete mFSCheckbox;
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void DemoDialog::Draw(Graphics* g)
{
        Dialog::Draw(g);

        // Let's draw some labels for the sliders
        g->SetFont(FONT_DEFAULT);
        g->SetColor(Color::Black);

        // We draw the X/Y at the slider's X/Y but we subtract off the dialog box's
        // X/Y's from that. Why? The slider's XY's are in absolute screen coordinates,
        // as are the dialog boxes. But as you may recall from Board::Draw(), where
        // we explain graphics translation, once we get inside the draw loop of a
        // widget, the graphics object is already moved (translated) to the widget's
        // coordinates. Thus, in using the Graphics object, g, (0, 0) is located
        // at the top left corner of the widget (our dialog box). So we
        // just take the difference between the widget locations to produce the
        // actual location we want to drawour text at:
        g->DrawString(_S("Music volume:"), mMusicVolumeSlider->mX - mX,
                        mMusicVolumeSlider->mY - mY - mMusicVolumeSlider->mHeight);

        g->DrawString(_S("Sound volume:"), mSfxVolumeSlider->mX - mX,
                        mSfxVolumeSlider->mY - mY - mSfxVolumeSlider->mHeight);

        // Do the same for the checkboxes:
        g->DrawString(_S("3D Mode:"), m3DCheckbox->mX - mX, m3DCheckbox->mY - mY - m3DCheckbox->mHeight + 20);
        g->DrawString(_S("Full Screen:"), mFSCheckbox->mX - mX, mFSCheckbox->mY - mY - mFSCheckbox->mHeight + 20);

        // As an example of clipping and how to disable it, let's draw
        // a box and some text outside of the X/Y/Width/Height of this
        // dialog box. You'll notice that when mClip is true (default),
        // that anything drawn outside the bounds of the widget is clipped, or
        // ignored. When mClip is false, no clipping is performed and we
        // can draw anywhere.
       
        g->SetColor(Color(255, 0, 0, 128));    
        // Draw a box in the bottom right
        g->FillRect(mWidth, mHeight, 100, 100);
        // Draw one in the top left
        g->FillRect(-100, -100, 100, 100);
        g->SetColor(Color::Black);
        g->DrawString(_S("Top left"), -90, -20);
        g->DrawString(_S("Bottom right"), mWidth + 10, mHeight + 20);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void DemoDialog::Update()
{
        Dialog::Update();
}


//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void DemoDialog::AddedToManager(WidgetManager* theWidgetManager)
{
        Dialog::AddedToManager(theWidgetManager);
        theWidgetManager->AddWidget(mMusicVolumeSlider);
        theWidgetManager->AddWidget(mSfxVolumeSlider);
        theWidgetManager->AddWidget(mRandomBtn);
        theWidgetManager->AddWidget(mClipBtn);

        int checkWidth = IMAGE_CHECKBOX->GetWidth() / 2;
        m3DCheckbox->mUncheckedRect = Rect(0, 0, checkWidth, IMAGE_CHECKBOX->GetHeight());
        m3DCheckbox->mCheckedRect = Rect(checkWidth, 0, checkWidth, IMAGE_CHECKBOX->GetHeight());

        mFSCheckbox->mUncheckedRect = Rect(0, 0, checkWidth, IMAGE_CHECKBOX->GetHeight());
        mFSCheckbox->mCheckedRect = Rect(checkWidth, 0, checkWidth, IMAGE_CHECKBOX->GetHeight());
       
        // Let's set the initial checked state of the 3d checkbox to true if the
        // user has 3D support enabled. We determine that via a call to Is3DAccelerated
        m3DCheckbox->mChecked = gSexyAppBase->Is3DAccelerated();
       
        // We can check if the app is fullscreen by examining the mIsWindowed variable:
        mFSCheckbox->mChecked = !gSexyAppBase->mIsWindowed;

        theWidgetManager->AddWidget(m3DCheckbox);
        theWidgetManager->AddWidget(mFSCheckbox);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void DemoDialog::RemovedFromManager(WidgetManager* theWidgetManager)
{
        Dialog::RemovedFromManager(theWidgetManager);
        theWidgetManager->RemoveWidget(mMusicVolumeSlider);
        theWidgetManager->RemoveWidget(mSfxVolumeSlider);
        theWidgetManager->RemoveWidget(mRandomBtn);
        theWidgetManager->RemoveWidget(mClipBtn);
        theWidgetManager->RemoveWidget(m3DCheckbox);
        theWidgetManager->RemoveWidget(mFSCheckbox);
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void DemoDialog::Resize(int theX, int theY, int theWidth, int theHeight)
{
        Dialog::Resize(theX, theY, theWidth, theHeight);

        // Layout the music slider so that it's left aligned with the
        // boundary we set for the content insets. We'll make the slider fill the width
        // of the content region (it'll be stretched if the base image isn't
        // wide enough) too.
        mMusicVolumeSlider->Resize(theX + mContentInsets.mLeft,
                                                                theY + 140,
                                                                mWidth - mContentInsets.mLeft - mContentInsets.mRight,
                                                                IMAGE_SLIDER_THUMB->GetHeight());

        // Let's align the sound effect slider in the same way but using a different method.
        // We know that we want the SFX slider to have the same X, width, and height, and
        // to be just a few pixels below the music slider. Instead of having to mess around
        // with the settings like we did above, we can use the layout (LAY_) flags instead.
        // The first parameter is an ORed list of layout parameters and should be
        // pretty self explanatory. You can find more in Widget.h.
        // The second parameter is the widget to use as the reference.
        // The rest are any extra padding to use for left/top/width/height related
        // layout flags. As you can see, we wanted 60 pixels added to the top of
        // our sound effect slider.
        mSfxVolumeSlider->Layout(LAY_SameLeft | LAY_Below | LAY_SameWidth | LAY_SameHeight,
                                                                mMusicVolumeSlider, 0, 40, 0, 0);

        // Place the button that will show off random number generation under the sound effect
        // slider. But let's only make it take up 1/2 of the width of the slider
        // and be only as tall as the original button image:
        mRandomBtn->Layout(LAY_SameLeft | LAY_SameTop, mSfxVolumeSlider, 0, 40, 0, 0);
        mRandomBtn->Resize(mRandomBtn->mX, mRandomBtn->mY,
                                                mSfxVolumeSlider->mWidth / 2, IMAGE_DIALOG_BUTTON->mHeight);

        // And let's place the clipping toggle button to its right
        mClipBtn->Layout(LAY_Right | LAY_SameTop | LAY_SameWidth | LAY_SameHeight,
                                                mRandomBtn, 0, 0, 0, 0);

        // Place the 3D checkbox under the random button:
        m3DCheckbox->Layout(LAY_SameLeft | LAY_Below, mRandomBtn, 0, 40, 0, 0);
        m3DCheckbox->Resize(m3DCheckbox->mX, m3DCheckbox->mY,
                                                IMAGE_CHECKBOX->mWidth / 2, IMAGE_CHECKBOX->mHeight);

        // And the fullscreen box to the right of the 3d one. Except, let's use
        // the mClipBtn's X coordinate to align with:
        mFSCheckbox->Layout(LAY_SameTop | LAY_SameWidth | LAY_SameHeight, m3DCheckbox);
        mFSCheckbox->Layout(LAY_SameLeft, mClipBtn);

}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void DemoDialog::SliderVal(int theId, double theVal)
{
        if (theId == DemoDialog::MUSIC_SLIDER_ID)
        {
                // Let's set the music volume to whatever the slider position is
                gSexyAppBase->SetMusicVolume(theVal);
        }
        else if (theId == DemoDialog::SFX_SLIDER_ID)
        {
                // Set the sound value
                gSexyAppBase->SetSfxVolume(theVal);

                // A good idea is to play a "ding" or some similar sound when
                // the thumb is released, to indicate to the user what the current
                // sound volume is (since sounds might not be continuously playing,
                // unlike the music). We check for this by seeing if the mDragging
                // variable is true or not.
                if (!mSfxVolumeSlider->mDragging)
                        gSexyAppBase->PlaySample(SOUND_TIMER);
        }
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void DemoDialog::ButtonDepress(int theId)
{
        Dialog::ButtonDepress(theId);

        if (theId == mRandomBtn->mId)
        {
                // Let's get a random integer. The Rand() function is declared
                // in Common.h and returns a value from 0 to SEXY_RAND_MAX (2,147,483,647)
                int r = Rand();

                // Now let's change the text of the dialog box:
                mDialogLines = StrFormat(_S("Random number: %d"), r);
        }
        else if (theId == mClipBtn->mId)
        {
                // Toggle mClip. If mClip is off, we can draw outside the X/Y/width/height of
                // our dialog box.
                mClip = !mClip;
                if (mClip)
                        mClipBtn->mLabel = _S("Clipping");
                else
                        mClipBtn->mLabel = _S("No clipping");
        }
        // Previously, before framework 1.2, the line below looked like:
        // else if (theId == 2000 + mId)
        // With the 1.2 changes, there's just 1 slight incompatibility.
        // If the DialogListener for a dialog your app (by default), and
        // you don't implement your own DialogButton(De)press method (see V12Demo for
        // more info on this), and instead are trapping button presses within ButtonDepress
        // inside the dialog itself, then instead of the button ID being 2000 or 3000 + mId,
        // it's just ID_YES/ID_OK for ok/cancel/1-button dialog, and ID_NO/ID_CANCEL for no/cancel 2nd button.
        // Hence we changed our check to look for ID_YES, which is our default single close button at the bottom of this
        // dialog.
        else if (theId == ID_YES)
        {
                // Close button pressed. Tell the app to remove ourselves. This
                // will automatically safe delete the dialog at a later time.
                // Let's apply the 3D and fullscreen mode settings first though.
                // We call SwitchScreenMode. The first parameter is whether or not to run
                // windowed (false means fullscreen), the second is whether or not to do 3d.
                gSexyAppBase->SwitchScreenMode(!mFSCheckbox->mChecked, m3DCheckbox->mChecked);

                gSexyAppBase->KillDialog(this);

                // Set focus back to the board
                ((GameApp*)gSexyAppBase)->SetFocusToBoard();
        }
       
}

//////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////
void DemoDialog::CheckboxChecked(int theId, bool checked)
{
        // We'll wait until the dialog box is closed before actually applying any effects,
        // since it's rather jarring if as soon as a user clicks the 3d or fullscreen
        // toggle buttons to change right then and there.

        if (theId == m3DCheckbox->mId)
        {
                if (checked)
                {
                        // Turn on 3D acceleration. But we need to check if the user is
                        // even allowed to have it on. Some cards are just not compatible
                        // with the framework (less than 8MB RAM for instance):
                        if (!gSexyAppBase->Is3DAccelerationSupported())
                        {
                                // It's not supported. Don't let the checkbox get checked.
                                // Display an error dialog to the user to let them know why this happened.
                                // The reason we don't use a Popup or Windows-based message box here is because
                                // if the user was in full screen mode, they might not see the error message. Using
                                // a game dialog box is the safest way to warn them.
                                m3DCheckbox->SetChecked(false);
                                gSexyAppBase->DoDialog(DemoDialog::MESSAGE_BOX_ID, true, _S("Not Supported"),
                                                        _S("Hardware acceleration can not be enabled on this computer. \nYour\
                                                        video card does not meet the minimum requirements for this game."
),
                                                        _S("OK"), Dialog::BUTTONS_FOOTER);
                        }
                        else if(!gSexyAppBase->Is3DAccelerationRecommended())
                        {
                                // We can also check if 3D acceleration is not recommended for this computer
                                // with a call to Is3DAccelerationRecommended. This allows the user to override
                                // the default setting, but with a warning that it might not work or might cause
                                // problems. Some cards fail the detection process but wind up being OK to use.
                                gSexyAppBase->DoDialog(DemoDialog::MESSAGE_BOX_ID, true, _S("Warning"),
                                        _S("Your video card may not fully support this feature.\n\
                                        If you experience slower performance, please disable Hardware Acceleration."
),
                                        _S("OK"), Dialog::BUTTONS_FOOTER);
                        }
                       
                }
        }
        else if (theId == mFSCheckbox->mId)
        {
                // Believe it or not, some people are not allowed to play in windowed mode.
                // You can only run in windowed mode if your desktop is 16 or 32 bit, and
                // if the resolution of their desktop is GREATER THAN the resolution of the
                // game. It doesn't make sense to run a 800x600 game windowed when your desktop
                // is 800x600 or less.
                // We can determine if the user is not allowed to run in windowed mode by
                // checking the value of SexyAppBase's mForceFullScreen variable.
                if (gSexyAppBase->mForceFullscreen && !checked)
                {
                        gSexyAppBase->DoDialog(DemoDialog::MESSAGE_BOX_ID, true, _S("No Windowed Mode"),
                        _S("Windowed mode is only available if your desktop is running in\n\
                        either 16 bit or 32 bit color mode, which it is not."
), _S("OK"), Dialog::BUTTONS_FOOTER);

                        // re-check the box to indicate that fullscreen is still the selected mode:
                        mFSCheckbox->SetChecked(true);
                }
        }
}