//------------------------------------------------------------------------------ // GAME_DIALOG.java: // Implementation for container control initialization class GAME_DIALOG // // WARNING: Do not modify this file. This file is recreated each time its // associated .rct/.res file is sent through the Java Resource Wizard! // // This class can be use to create controls within any container, however, the // following describes how to use this class with an Applet. For addtional // information on using Java Resource Wizard generated classes, refer to the // Visual J++ 1.1 documention. // // 1) Import this class in the .java file for the Applet that will use it: // // import GAME_DIALOG; // // 2) Create an instance of this class in your Applet's 'init' member, and call // CreateControls() through this object: // // GAME_DIALOG ctrls = new GAME_DIALOG (this); // ctrls.CreateControls(); // // 3) To process events generated from user action on these controls, implement // the 'handleEvent' member for your applet: // // public boolean handleEvent (Event evt) // { // // } // //------------------------------------------------------------------------------ import java.awt.*; import DialogLayout; public class GAME_DIALOG { Container m_Parent = null; boolean m_fInitialized = false; DialogLayout m_Layout; // Control definitions //-------------------------------------------------------------------------- Button IDC_YES; Button IDC_NEXT; Button IDC_NO; // Constructor //-------------------------------------------------------------------------- public GAME_DIALOG (Container parent) { m_Parent = parent; } // Initialization. //-------------------------------------------------------------------------- public boolean CreateControls() { // Can only init controls once //---------------------------------------------------------------------- if (m_fInitialized || m_Parent == null) return false; // Parent must be a derivation of the Container class //---------------------------------------------------------------------- if (!(m_Parent instanceof Container)) return false; // Since there is no way to know if a given font is supported from // platform to platform, we only change the size of the font, and not // type face name. And, we only change the font if the dialog resource // specified a font. //---------------------------------------------------------------------- Font OldFnt = m_Parent.getFont(); if (OldFnt != null) { Font NewFnt = new Font(OldFnt.getName(), OldFnt.getStyle(), 8); m_Parent.setFont(NewFnt); } // All position and sizes are in Dialog Units, so, we use the // DialogLayout manager. //---------------------------------------------------------------------- m_Layout = new DialogLayout(m_Parent, 203, 148); m_Parent.setLayout(m_Layout); m_Parent.addNotify(); Dimension size = m_Layout.getDialogSize(); Insets insets = m_Parent.insets(); m_Parent.resize(insets.left + size.width + insets.right, insets.top + size.height + insets.bottom); // Control creation //---------------------------------------------------------------------- IDC_YES = new Button ("YES"); m_Parent.add(IDC_YES); m_Layout.setShape(IDC_YES, 7, 122, 37, 19); IDC_NEXT = new Button ("NEW GAME"); m_Parent.add(IDC_NEXT); m_Layout.setShape(IDC_NEXT, 64, 122, 74, 19); IDC_NO = new Button ("NO"); m_Parent.add(IDC_NO); m_Layout.setShape(IDC_NO, 158, 122, 37, 19); m_fInitialized = true; return true; } }