/* Copyright (C) 2015 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" #include "GUI.h" void CRadioButton::HandleMessage(SGUIMessage& Message) { // Important IGUIButtonBehavior::HandleMessage(Message); IGUITextOwner::HandleMessage(Message); switch (Message.type) { case GUIM_PRESSED: for (IGUIObject* const& obj : *GetParent()) { // 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! GUI::SetSetting(obj, "checked", false); } GUI::SetSetting(this, "checked", true); break; default: break; } }