# SpatialFear.SFYesNoBox

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    //=============================================================================
    // Spatial Fear
    // Class: SFYesNoBox
    // Descritption: A client widow, that brings up a Yes/No selection box used,
    //					by the quicksave action, to ask, before overwriting the
    //					last quicksave game. Test window only!!!
    //
    // Author: Markus Nuebel
    //=============================================================================
    class SFYesNoBox expands UWindowDialogClientWindow;

    var UWindowMessageBox	m_wndQuestionBox;
    var	SFPlayer			m_oPlayer;
    /*
    #exec Texture Import File=textures\base.pcx Name=TC_Base Group=TeamChange Mips=Off Flags=2
    #exec Texture Import File=textures\Blue0.pcx Name=TC_Blue0 Group=TeamChange Mips=Off Flags=2
    #exec Texture Import File=textures\Blue1.pcx Name=TC_Blue1 Group=TeamChange Mips=Off Flags=2
    #exec Texture Import File=textures\Red0.pcx Name=TC_Red0 Group=TeamChange Mips=Off Flags=2
    #exec Texture Import File=textures\Red1.pcx Name=TC_Red1 Group=TeamChange Mips=Off Flags=2
    #exec AUDIO IMPORT FILE="Sounds\Pick.wav" NAME="TC_PickSnd" GROUP="TeamChange"
    #exec AUDIO IMPORT FILE="Sounds\Over.wav" NAME="TC_OverSnd" GROUP="TeamChange"

    var UWindowButton JoinRed;
    var UWindowButton JoinBlue;

    // AddButton - This function is a little custom job that allows you to neatly
    // setup a graphical button.  It's parameters are location and size of the button
    // (relative to the window) and the 3 textures used for N (Normal or Up state),
    // O (Over state) and P (Pressed state).  You could expand this to handle a disabled
    // state but it's not relevant here.

    function UWindowButton AddButton(int x, int y, int w, int h, texture N, texture O, texture P)
    {

    	local UWindowButton b;

    	b = UWindowButton(CreateControl(class'UWindowButton',x,y,w,h));
    	b.UpTexture = N;
    	b.DownTexture = P;
    	b.OverTexture = O;
    	b.DisabledTexture = N;

    	b.ToolTipString = "";
    	b.OverSound = sound 'TC_OverSnd';
    	b.DownSound = sound 'TC_PickSnd';

    	// Add sound effects here

    	return b;

    }

    // SetColor - Another helper function that just converts and R/G/B tripplet
    // in to a Color variable.

    function Color SetColor(int r, int g, int b)
    {
    	local color c;
    	C.R = r;
    	C.G = g;
    	C.B = b;
    	return c;
    }

    // Created - It's in the created function that we build the actual
    // controls that are on the window.

    function Created()
    {
    	local int i;

    	Super.Created();

    	// Set the initial position of the window.

    	WinLeft = (Root.WinWidth - WinWidth) / 2;
    	WinTop = (Root.WinHeight - WinHeight) / 2;
    	JoinRed =  AddButton(35,85,69,68,  texture 'TC_Red0',  texture 'TC_Red1',  texture 'TC_Red1');
    	JoinBlue =  AddButton(154,85,69,68,  texture 'TC_Blue0',  texture 'TC_Blue1',  texture 'TC_Blue1');

    }
    // Paint - Called once per tick.  Since this window uses a
    // custom graphic, we have to draw it here each tick.

    function Paint(Canvas C, float X, float Y)
    {

    	// Since there really isn't a frame for this window, we
    	// have to paint our custom frame each render cycle.

    	C.Style = 2;  // STY_Masked
    	C.SetPos(0,0);
    //	C.DrawIcon(texture 'TC_Base',1);
    	C.Style = 1; // STY_Normal

    }
    // Notify - This function handles mouse clicks and key
    // presses.
    function Notify(UWindowDialogControl C, byte E)
    {
    	Super.Notify(C,E);

    	if(E == DE_Click)
    	{

    		switch(C)
    		{
    		case JoinRed:
    		QuestionBox = MessageBox("Quicksave?", "Do you want to save your game now?", MB_YesNo, MR_No, MR_Yes);
    //		QuestionBox.bAcceptsFocus = true;
    //		QuestionBox.bAlwaysOnTop  = true;
    		QuestionBox.bLeaveOnscreen  = true;

    				break;
    			case JoinBlue:
    		QuestionBox = MessageBox("Restart?", "Do you want to restart now?", MB_YesNo, MR_No, MR_Yes);
    				break;
    		}
    	}
    }
    */

    // Brings up the window
    function ShowWindow()
    {
    	// Call to base class
    	Super.ShowWindow();
    	// Create the question box
    	m_wndQuestionBox = MessageBox("Quicksave?", "Do you want to save your game now?", MB_YesNo, MR_No, MR_Yes);
    	m_wndQuestionBox.bLeaveOnscreen  = true;
    }

    // Handles the message box selection
    function MessageBoxDone(UWindowMessageBox W, MessageBoxResult Result)
    {
    	if ((W == m_wndQuestionBox) && (Result == MR_Yes))
    		// the reboot stuff here.
    		Close();
    	if ((W == m_wndQuestionBox) && (Result == MR_No))
    		Close();
    }

    defaultproperties
    {
    }

class file time: 12/7/2003 3:58:24 PM - creation time: 12/7/2003 4:03:46 PM
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