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/* Copyright (C) 2021 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "CRadioButton.h"
CRadioButton::CRadioButton(CGUI& pGUI)
: CCheckBox(pGUI)
{
}
void CRadioButton::HandleMessage(SGUIMessage& Message)
{
IGUIButtonBehavior::HandleMessage(Message);
switch (Message.type)
{
case GUIM_PRESSED:
for (IGUIObject* const& obj : GetParent()->GetChildren())
{
// Notice, if you use other objects within the parent object that has got
// the setting "checked", it too will change. Hence NO OTHER OBJECTS THAN
// RADIO BUTTONS SHOULD BE WITHIN IT!
// TODO: this should be enforced in the engine, and then we could cast IGUIObject* to CRadioButton*.
obj->SetSettingFromString("checked", L"false", true);
}
m_Checked.Set(true, true);
break;
default:
break;
}
}
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