Files
scummvm-cursorfix/engines/bagel/hodjnpodj/barbershop/main.cpp
2026-02-02 04:50:13 +01:00

954 lines
22 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "bagel/afxwin.h"
#include "bagel/hodjnpodj/hnplibs/dibdoc.h"
#include "bagel/hodjnpodj/hnplibs/stdinc.h"
#include "bagel/hodjnpodj/hnplibs/text.h"
#include "bagel/hodjnpodj/globals.h"
#include "bagel/hodjnpodj/hnplibs/mainmenu.h"
#include "bagel/hodjnpodj/hnplibs/cmessbox.h"
#include "bagel/boflib/misc.h"
#include "bagel/hodjnpodj/hnplibs/rules.h"
#include "bagel/boflib/error.h"
#include "bagel/hodjnpodj/barbershop/init.h"
#include "bagel/hodjnpodj/barbershop/main.h"
#include "bagel/hodjnpodj/barbershop/undo.h"
#include "bagel/hodjnpodj/barbershop/usercfg.h"
namespace Bagel {
namespace HodjNPodj {
namespace Barbershop {
//
// This mini-game's main screen bitmap
//
#define MINI_GAME_MAP ".\\ART\\barb.BMP"
//
// This mini-game's sound file
//
#define MIDI_SOUND ".\\SOUND\\barber.mid"
#define RULES_TXT "barb.txt"
#define RULES_WAV ".\\sound\\rlbq.wav"
//
// Win/Lose conditions
//
#define WIN 1
#define LOSE 0
//
// Button ID constants
//
#define IDC_MENU 100
#define TIMER_ID 10
// Local Prototypes
//
void CALLBACK GetGameParams(CWnd *);
//
// Globals
//
CPalette *pGamePalette;
LPGAMESTRUCT pGameParams;
int g_nCardBack;
extern HWND ghParentWnd;
CMainWindow::CMainWindow() {
CString WndClass;
CRect tmpRect;
CDC *pDC = nullptr;
CDibDoc *pDibDoc;
ERROR_CODE errCode;
bool bSuccess;
// assume no error
errCode = ERR_NONE;
// Initialize members
//
m_pScrollSprite = nullptr;
m_pGamePalette = nullptr;
m_bPause = false;
m_bGameActive = false;
m_bInMenu = false;
m_bMIDIPlaying = false;
m_pBarb = nullptr;
m_pMIDISound = nullptr;
// Initialize score to LOSE condition in case the user bails out
//
pGameParams->lScore = LOSE;
// Set the coordinates for the "Start New Game" button
//
m_rNewGameButton.SetRect(15, 4, 233, 20);
// Define a special window class which traps double-clicks, is byte aligned
// to maximize BITBLT performance, and creates "owned" DCs rather than sharing
// the five system defined DCs which are not guaranteed to be available;
// this adds a bit to our app size but avoids hangs/freezes/lockups.
WndClass = AfxRegisterWndClass(CS_DBLCLKS | CS_BYTEALIGNWINDOW | CS_OWNDC, nullptr, nullptr, nullptr);
// can't play this game if the background art is not available
//
if (FileExists(MINI_GAME_MAP)) {
// Acquire the shared palette for our game from the splash screen art
//
if ((pDibDoc = new CDibDoc()) != nullptr) {
if (pDibDoc->OpenDocument(MINI_GAME_MAP) != false)
pGamePalette = m_pGamePalette = pDibDoc->DetachPalette();
else
errCode = ERR_UNKNOWN;
delete pDibDoc;
} else {
errCode = ERR_MEMORY;
}
} else {
errCode = ERR_FFIND;
}
// Center our window on the screen
//
tmpRect.SetRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
if ((pDC = GetDC()) != nullptr) {
tmpRect.left = (pDC->GetDeviceCaps(HORZRES) - GAME_WIDTH) >> 1;
tmpRect.top = (pDC->GetDeviceCaps(VERTRES) - GAME_HEIGHT) >> 1;
tmpRect.right = tmpRect.left + GAME_WIDTH;
tmpRect.bottom = tmpRect.top + GAME_HEIGHT;
ReleaseDC(pDC);
} else {
errCode = ERR_UNKNOWN;
}
// Create the window as a POPUP so no boarders, title, or menu are present;
// this is because the game's background art will fill the entire 640x480 area.
//
Create(WndClass, "Boffo Games -- Barbershop Quintet", WS_POPUP, tmpRect, nullptr, 0);
BeginWaitCursor();
ShowWindow(SW_SHOWNORMAL);
PaintScreen();
EndWaitCursor();
// only continue if there was no error
//
if (errCode == ERR_NONE) {
if ((pDC = GetDC()) != nullptr) {
//
// build our main menu button
//
if ((m_pScrollSprite = new CSprite) != nullptr) {
m_pScrollSprite->SharePalette(m_pGamePalette);
bSuccess = m_pScrollSprite->LoadSprite(pDC, ".\\ART\\SCROLBTN.BMP");
assert(bSuccess);
if (bSuccess) {
m_pScrollSprite->SetMasked(true);
m_pScrollSprite->SetMobile(true);
} else {
errCode = ERR_UNKNOWN;
}
} else {
errCode = ERR_MEMORY;
}
// only continue if there was no error
//
if (errCode == ERR_NONE) {
// seed the random number generator
//srand((unsigned)time(nullptr));
}
ReleaseDC(pDC);
}
}
if (errCode == ERR_NONE) {
//
// Initialize midi music
//
if ((m_pMIDISound = new CSound((CWnd *) this, MIDI_SOUND, SOUND_MIDI | SOUND_LOOP | SOUND_DONT_LOOP_TO_END)) == nullptr) {
errCode = ERR_MEMORY;
}
}
if (errCode == ERR_NONE) {
//
// Initialize wav sound
//
if ((m_pWavSound = new CSound) == nullptr) {
errCode = ERR_MEMORY;
}
}
if (errCode == ERR_NONE) {
//
// Initialize Barbershop Quintet!
//
if ((m_pBarb = new CBarber(pDC, m_pWavSound)) == nullptr) {
errCode = ERR_MEMORY;
} else {
g_nCardBack = m_pBarb->m_cPnt->m_nCardBack;
} // end if
}
if (errCode == ERR_NONE) {
//
// Initialize animations
//
if ((m_pAnim = new CAnimate(m_pWavSound)) == nullptr) {
errCode = ERR_MEMORY;
}
}
if (errCode == ERR_NONE) {
// Start the game theme song
//
if (pGameParams->bMusicEnabled) {
m_bMIDIPlaying = true;
m_pMIDISound->midiLoopPlaySegment(2000L, 33560L, 00L, FMT_MILLISEC);
}
// Automatically bring up the main menu if in stand alone mode
//
if (pGameParams->bPlayingMetagame != false) {
PostMessage(WM_COMMAND, IDC_OPTIONS_NEWGAME, BN_CLICKED);
} else {
PostMessage(WM_COMMAND, IDC_MENU, BN_CLICKED);
}
}
HandleError(errCode);
}
void CMainWindow::HandleError(ERROR_CODE errCode) {
//
// Exit this application on fatal errors
//
if (errCode != ERR_NONE) {
// pause the current game (if any)
GamePause();
// Display Error Message to the user
MessageBox(errList[errCode], "Fatal Error!", MB_OK | MB_ICONSTOP);
// Force this application to terminate
PostMessage(WM_CLOSE, 0, 0);
// Don't allow a repaint (remove all WM_PAINT messages)
ValidateRect(nullptr);
}
}
void CMainWindow::OnPaint() {
PAINTSTRUCT lpPaint;
Invalidate(false);
BeginPaint(&lpPaint);
PaintScreen();
EndPaint(&lpPaint);
}
void CMainWindow::PaintScreen() {
//CSprite *pSprite;
CDibDoc myDoc;
CRect rcDest;
CRect rcDIB;
HDIB hDIB;
CDC *pDC;
//
// Paint the background art and upadate any sprites
// called by OnPaint
//
if (FileExists(MINI_GAME_MAP)) {
myDoc.OpenDocument(MINI_GAME_MAP);
hDIB = myDoc.GetHDIB();
pDC = GetDC();
assert(pDC != nullptr);
if (pDC != nullptr) {
if (hDIB && (m_pGamePalette != nullptr)) {
GetClientRect(rcDest);
rcDIB.top = rcDIB.left = 0;
rcDIB.right = (int) DIBWidth(hDIB);
rcDIB.bottom = (int) DIBHeight(hDIB);
PaintDIB(pDC->m_hDC, &rcDest, hDIB, &rcDIB, m_pGamePalette);
}
// repaint the command scroll
//
if (!m_bInMenu && (m_pScrollSprite != nullptr)) {
m_pScrollSprite->PaintSprite(pDC, SCROLL_BUTTON_X, SCROLL_BUTTON_Y);
}
if (m_pBarb != nullptr)
m_pBarb->Refresh(pDC); // repaint the board of cards
ReleaseDC(pDC);
}
}
}
bool CMainWindow::OnCommand(WPARAM wParam, LPARAM lParam) {
CDC *pDC;
bool bSuccess;
if (HIWORD(lParam) == BN_CLICKED) {
switch (wParam) {
//
// must bring up our menu of controls
//
case IDC_MENU: {
GamePause();
// don't display the command scroll when in the menu
m_bInMenu = true;
// hide the command scroll
//
pDC = GetDC();
bSuccess = m_pScrollSprite->EraseSprite(pDC);
// Create the commands menu
//
CMainMenu COptionsWind(
(CWnd *)this,
m_pGamePalette,
//NO_OPTIONS |
(m_bGameActive ? 0 : NO_RETURN) |
(pGameParams->bPlayingMetagame ? NO_OPTIONS : 0) |
(pGameParams->bPlayingMetagame ? NO_NEWGAME : 0),
GetGameParams,
RULES_TXT,
pGameParams->bSoundEffectsEnabled ? RULES_WAV : nullptr,
pGameParams
);
CSound::waitWaveSounds();
// Get users choice from command menu
//
switch (COptionsWind.DoModal()) {
// User has chosen to play a new game
//
case IDC_OPTIONS_NEWGAME:
if (m_pBarb->IsNewBack(g_nCardBack) == true) { // need to card back?
m_pBarb->ChangeBack(pDC, g_nCardBack); // yes - change it
} // end if
PlayGame();
break;
// User has chosen to quit this mini-game
//
case IDC_OPTIONS_QUIT:
pGameParams->lScore = LOSE; // make sure the score is zero if they quit
PostMessage(WM_CLOSE, 0, 0);
break;
default:
if (m_pBarb->IsNewBack(g_nCardBack) == true) { // need to card back?
m_pBarb->ChangeBack(pDC, g_nCardBack); // yes - change it
Invalidate(true); // set up for a redraw window
} // end if
break;
} // end switch
if (!pGameParams->bMusicEnabled && m_bMIDIPlaying) {
m_pMIDISound->stop();
m_bMIDIPlaying = false;
} else if (pGameParams->bMusicEnabled && !m_bMIDIPlaying) {
m_pMIDISound->midiLoopPlaySegment(2470, 32160, 0, FMT_MILLISEC);
m_bMIDIPlaying = true;
}
// show the command scroll
//
bSuccess = m_pScrollSprite->PaintSprite(pDC, SCROLL_BUTTON_X, SCROLL_BUTTON_Y);
assert(bSuccess);
ReleaseDC(pDC);
// ok to display the command scroll now
//
m_bInMenu = false;
GameResume();
return true;
} // end case
case IDC_OPTIONS_NEWGAME:
PlayGame();
break;
} // end switch
} // end if
return false;
}
void CMainWindow::GamePause() {
m_bPause = true;
}
void CMainWindow::GameResume() {
m_bPause = false;
}
void CMainWindow::PlayGame() {
CDC *pDC;
ERROR_CODE errCode;
// assume no error
errCode = ERR_NONE;
// load the .INI settings
//
LoadIniSettings();
// reset all game parameters
//
GameReset();
if (errCode == ERR_NONE) {
if ((pDC = GetDC()) != nullptr) {
//
// Start game
//
//CSprite::FlushSprites();
CSprite::FlushSpriteChain(); // Delete cards from memory
Invalidate(true);
UpdateWindow();
/*
if ( pGameParams->bMusicEnabled != false ) {
m_pMIDISound->midiLoopPlaySegment(2000L, 33560L, 00L, FMT_MILLISEC);
}
*/
m_pBarb->NewGame(pDC);
m_bGameActive = true;
ReleaseDC(pDC);
} else {
errCode = ERR_MEMORY;
} // end if
} // end if
HandleError(errCode);
}
void CMainWindow::LoadIniSettings() {
}
void CMainWindow::SaveIniSettings() {
}
void CMainWindow::GameReset() {
//sndPlaySound(nullptr, SND_SYNC); // stop all sounds
}
void CMainWindow::OnTimer(uintptr nEvent) {
//CDC *pDC;
// continue as long as there is a currently active non-paused game
//
//if (m_bGameActive && !m_bPause) {
// nEvent = 0x00; // bull shit code rids warnings
//}
}
void CMainWindow::OnMouseMove(unsigned int nFlags, CPoint point) {
CDC *pDC;
SetCursor(LoadCursor(nullptr, IDC_ARROW));
if (m_pBarb->m_pCrd != nullptr) {
pDC = GetDC();
m_pBarb->OnMouseMove(pDC, point);
ReleaseDC(pDC);
}
//nFlags = 0x00;
}
void CMainWindow::OnRButtonDown(unsigned int nFlags, CPoint point) {
CPoint UndoPoint(UNDO_LEF + (UNDO_RIG - UNDO_LEF) / 2, UNDO_TOP + (UNDO_BOT - UNDO_TOP) / 2);
if (m_pBarb->m_pCrd != nullptr) // r we currently moving a card?
return; // Yes - just quit.
if (m_pBarb->m_bIsGameOver == false) {
m_pBarb->OnLButtonDown(
(CWnd*) this,
m_pGamePalette,
UndoPoint
);
}
}
void CMainWindow::OnLButtonDown(unsigned int nFlags, CPoint point) {
CDC *pDC;
char buf[32];
CRect tmpRect;
if (m_pBarb->m_pCrd != nullptr) // r we currently moving a card?
return; // Yes - just quit.
if (m_pScrollSprite != nullptr)
tmpRect = m_pScrollSprite->GetRect();
pDC = GetDC();
// User clicked on the Menu button
//
if (tmpRect.PtInRect(point)) {
// bring up the menu
PostMessage(WM_COMMAND, IDC_MENU, BN_CLICKED);
// User clicked on the Title - NewGame button
//
} else if (m_rNewGameButton.PtInRect(point)) {
// start a new game
if (pGameParams->bPlayingMetagame == false)
PlayGame();
} else if (m_pAnim->Clown(pDC, point) == true) {
/************************************
* user clicked animation. *
* animation handled in it's call. *
************************************/
FlushInputEvents();
} else if (m_pAnim->UFO(pDC, point) == true) {
/************************************
* user clicked animation. *
* animation handled in it's call. *
************************************/
FlushInputEvents();
} else if (m_pAnim->Brat(point) == true) {
/************************************
* user clicked animation. *
* animation handled in it's call. *
************************************/
FlushInputEvents();
} else if (m_pAnim->Lollipop(point) == true) {
/************************************
* user clicked animation. *
* animation handled in it's call. *
************************************/
FlushInputEvents();
} else if (m_pAnim->Haircut(point) == true) {
/************************************
* user clicked animation. *
* animation handled in it's call. *
************************************/
FlushInputEvents();
} else if (m_pBarb->m_bIsGameOver == false) {
m_pBarb->OnLButtonDown(
(CWnd*) this,
m_pGamePalette,
point
);
// is this needed ?
CFrameWnd::OnLButtonDown(nFlags, point);
if (m_pBarb->m_bIsGameOver == true) {
if (pGameParams->bPlayingMetagame) {
Common::sprintf_s(buf, "Score: %d", m_pBarb->Score());
CMessageBox cGameOver(
(CWnd*) this,
m_pGamePalette,
"Game over.",
buf
);
pGameParams->lScore = m_pBarb->Score();
PostMessage(WM_CLOSE, 0, 0);
} else if (m_pBarb->m_bIsWin) {
Common::sprintf_s(buf, "You win! Score: %d", m_pBarb->Score());
CMessageBox cGameOver(
(CWnd*) this,
m_pGamePalette,
"Game over.",
buf
);
pGameParams->lScore = m_pBarb->Score();
} else {
Common::sprintf_s(buf, "Score: %d", m_pBarb->Score());
CMessageBox cGameOver(
(CWnd*) this,
m_pGamePalette,
"Game over.",
buf
);
pGameParams->lScore = m_pBarb->Score();
} // end if
} // end if
} // end if
ReleaseDC(pDC);
}
void CMainWindow::OnLButtonDblClk(unsigned int nFlags, CPoint point) {
char buf[32];
CRect tmpRect;
if (m_pScrollSprite != nullptr)
tmpRect = m_pScrollSprite->GetRect();
// User clicked on the Menu button
//
if (tmpRect.PtInRect(point)) {
// bring up the menu
PostMessage(WM_COMMAND, IDC_MENU, BN_CLICKED);
// User clicked on the Title - NewGame button
//
} else if (m_rNewGameButton.PtInRect(point)) {
// start a new game
if (pGameParams->bPlayingMetagame == false)
PlayGame();
} else if (m_pBarb->m_bIsGameOver == false) {
m_pBarb->OnLButtonDblClk(
(CWnd*) this,
m_pGamePalette,
point
);
if (m_pBarb->m_bIsGameOver == true) {
if (pGameParams->bPlayingMetagame) {
Common::sprintf_s(buf, "Score: %d", m_pBarb->Score());
CMessageBox cGameOver(
(CWnd*) this,
m_pGamePalette,
"Game Over.",
buf
);
pGameParams->lScore = m_pBarb->Score();
PostMessage(WM_CLOSE, 0, 0);
} else if (m_pBarb->m_bIsWin) {
Common::sprintf_s(buf, "You win! Score: %d", m_pBarb->Score());
CMessageBox cGameOver(
(CWnd*) this,
m_pGamePalette,
"Game Over.",
buf
);
pGameParams->lScore = m_pBarb->Score();
} else {
Common::sprintf_s(buf, "Score: %d", m_pBarb->Score());
CMessageBox cGameOver(
(CWnd*) this,
m_pGamePalette,
"Game Over.",
buf
);
pGameParams->lScore = m_pBarb->Score();
} // end if
} // end if
} // end if
}
void CMainWindow::OnLButtonUp(unsigned int nFlags, CPoint point) {
char buf[32];
if (m_pBarb->m_bIsGameOver == false) {
m_pBarb->OnLButtonUp((CWnd*) this);
if (m_pBarb->m_bIsGameOver == true) {
if (pGameParams->bPlayingMetagame) {
Common::sprintf_s(buf, "Score: %d", m_pBarb->Score());
CMessageBox cGameOver(
(CWnd*) this,
m_pGamePalette,
"Game Over.",
buf
);
pGameParams->lScore = m_pBarb->Score();
PostMessage(WM_CLOSE, 0, 0);
} else if (m_pBarb->m_bIsWin) {
Common::sprintf_s(buf, "You win! Score: %d", m_pBarb->Score());
CMessageBox cGameOver(
(CWnd*) this,
m_pGamePalette,
"Game Over.",
buf
);
pGameParams->lScore = m_pBarb->Score();
} else {
Common::sprintf_s(buf, "Score: %d", m_pBarb->Score());
CMessageBox cGameOver(
(CWnd*) this,
m_pGamePalette,
"Game Over.",
buf
);
pGameParams->lScore = m_pBarb->Score();
} // end if
} // end if
} // end if
}
void CMainWindow::DeleteSprite(CSprite *pSprite) {
CDC *pDC;
// can't delete a null pointer
assert(pSprite != nullptr);
if ((pDC = GetDC()) != nullptr) {
pSprite->EraseSprite(pDC); // erase it from screen
ReleaseDC(pDC);
}
pSprite->UnlinkSprite(); // unlink it
delete pSprite; // delete it
}
void CMainWindow::OnSysChar(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags) {
// terminate app on ALT_Q
//
if ((nChar == 'q') && (nFlags & 0x2000)) {
pGameParams->lScore = LOSE; // make sure the score is zero if they quit
PostMessage(WM_CLOSE, 0, 0);
} else {
// default action
CFrameWnd ::OnSysChar(nChar, nRepCnt, nFlags);
}
}
void CMainWindow::OnSysKeyDown(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags) {
switch (nChar) {
// User has hit ALT_F4 so close down this App
//
case VK_F4:
pGameParams->lScore = LOSE; // make sure the score is zero if they quit
PostMessage(WM_CLOSE, 0, 0);
break;
default:
CFrameWnd::OnSysKeyDown(nChar, nRepCnt, nFlags);
break;
}
}
void CMainWindow::OnKeyDown(unsigned int nChar, unsigned int nRepCnt, unsigned int nFlags) {
// Handle keyboard input
//
switch (nChar) {
//
// Bring up the Rules
//
case VK_F1: {
if (m_pBarb->m_pCrd != nullptr) { // user holding a card?
break; // yeap, can't allow this
}
GamePause();
CSound::waitWaveSounds();
CRules RulesDlg(this, RULES_TXT, m_pGamePalette, pGameParams->bSoundEffectsEnabled ? RULES_WAV : nullptr);
RulesDlg.DoModal();
GameResume();
}
break;
//
// Bring up the options menu
//
case VK_F2:
if (m_pBarb->m_pCrd != nullptr) { // user holding a card?
break; // yeap, can't allow this
}
SendMessage(WM_COMMAND, IDC_MENU, BN_CLICKED);
break;
default:
CFrameWnd::OnKeyDown(nChar, nRepCnt, nFlags);
break;
}
}
void CMainWindow::FlushInputEvents() {
MSG msg;
while (true) { // find and remove all keyboard events
if (!PeekMessage(&msg, nullptr, WM_KEYFIRST, WM_KEYLAST, PM_REMOVE))
break;
} // end while
while (true) { // find and remove all mouse events
if (!PeekMessage(&msg, nullptr, WM_MOUSEFIRST, WM_MOUSELAST, PM_REMOVE))
break;
} // end while
}
void CMainWindow::OnActivate(unsigned int nState, CWnd *pWndOther, bool bMinimized) {
if (!bMinimized) {
switch (nState) {
case WA_ACTIVE:
case WA_CLICKACTIVE:
InvalidateRect(nullptr, false);
break;
default:
break;
}
}
}
LRESULT CMainWindow::OnMCINotify(WPARAM wParam, LPARAM lParam) {
//CSound *pSound;
CSound::OnMCIStopped(wParam, lParam);
// if (pSound != nullptr)
// OnSoundNotify(pSound);
return 0;
}
LRESULT CMainWindow::OnMMIONotify(WPARAM wParam, LPARAM lParam) {
//CSound *pSound;
CSound::OnMMIOStopped(wParam, lParam);
//if (pSound != nullptr)
// OnSoundNotify(pSound);
return 0;
}
void CMainWindow::OnClose() {
CDC *pDC = GetDC();
CRect rctFillRect(0, 0, GAME_WIDTH, GAME_HEIGHT);
CBrush Brush(RGB(0, 0, 0));
pDC->FillRect(&rctFillRect, &Brush);
ReleaseDC(pDC);
// perform cleanup
//
GameReset();
if (m_pAnim != nullptr) {
delete m_pAnim;
m_pAnim = nullptr;
}
if (m_pMIDISound != nullptr || m_pWavSound != nullptr) {
CSound::clearSounds(); // turn all sounds totally off and delete the objects
m_pMIDISound = nullptr;
m_pWavSound = nullptr;
}
if (m_pBarb != nullptr) {
delete m_pBarb;
m_pBarb = nullptr;
}
//
// de-allocate any controls that we used
//
assert(m_pScrollSprite != nullptr);
if (m_pScrollSprite != nullptr)
delete m_pScrollSprite;
//
// need to de-allocate the game palette
//
assert(m_pGamePalette != nullptr);
if (m_pGamePalette != nullptr) {
//m_pGamePalette->DeleteObject();
delete m_pGamePalette;
}
CFrameWnd::OnClose();
MFC::PostMessage(ghParentWnd, WM_PARENTNOTIFY, WM_DESTROY, (LPARAM)pGameParams);
}
//
// CMainWindow message map:
// Associate messages with member functions.
//
BEGIN_MESSAGE_MAP(CMainWindow, CFrameWnd)
ON_WM_PAINT()
ON_WM_CLOSE()
ON_WM_TIMER()
ON_WM_MOUSEMOVE()
ON_WM_SYSCHAR()
ON_WM_KEYDOWN()
ON_WM_SYSKEYDOWN()
ON_WM_RBUTTONDOWN()
ON_WM_LBUTTONDOWN()
ON_WM_LBUTTONDBLCLK()
ON_WM_LBUTTONUP()
ON_MESSAGE(MM_MCINOTIFY, CMainWindow::OnMCINotify)
ON_MESSAGE(MM_WOM_DONE, CMainWindow::OnMMIONotify)
END_MESSAGE_MAP()
void CALLBACK GetGameParams(CWnd *pParentWnd) {
//
// Our user preference dialog box is self contained in this object
//
CUserCfgDlg dlgUserCfg(pParentWnd, pGamePalette, IDD_USERCFG);
}
} // namespace Barbershop
} // namespace HodjNPodj
} // namespace Bagel