/* 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 . */ #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; } }