CButton::SetBitmap blits a bitmap verbatim and does not perform the
magic-color substitution MFC applies when loading toolbar bitmaps. So a
button bitmap's background -- the legacy C0C0C0 gray baked into play.bmp
et al., or a magenta transparency key -- was drawn literally, reading as
a dark/colored rectangle instead of matching the real button face
(~F0F0F0 on modern Windows), and a disabled bitmap button embossed its
whole opaque rectangle into a solid gray square.
Add load_button_icon() to management.{cpp,h}, which builds an icon from
a button bitmap by keying out a background color into a transparency
mask. Driven through BS_ICON/SetIcon, the OS blends it with the button
face and grays it correctly when disabled. Route every play/media button
through it (event editor, briefing, debriefing, command brief, music
player, sound environment). Also add load_btnface_mapped() -- a
toolbar-style color remap -- kept as a lighter alternative for
always-enabled buttons.
Co-authored-by: Claude Opus 4.8 (1M context) <[email protected]>
Any DDV (Dialog Data Validation) routine must appear immediately after the field it validates in order for the enforcement to work in real-time. If the DDV_ routine is not linked to the field, it will perform validation after-the-fact by displaying a dialog box and returning an error. This is an alternate way of handling validation, but in order for the dialog box not to generate an endless loop, it would be necessary to check the return value of every `UpdateData(TRUE)` call in the FRED codebase (or at least the first `UpdateData(TRUE)` in a pair of them) and then, if the return value is `FALSE`, doing an early return from the enclosing function.
Fixes#6427 as well as all similar cases in FRED.
FRED has an autosave feature but it wasn't invoked in too many places. This adds autosaving whenever a major dialog is closed, unless it was closed by hitting Cancel. NB: Autosave is not yet implemented in qtFRED.
Also, `addvariabledlg` incorrectly referred to `OnOk` instead of `OnOK` and `CMessageEditorDlg` incorrectly referred to `OnOK` instead of `OnOk`, so this fixes those and distinguishes `OnOk` by renaming it `OnButtonOk` to be consistent with the event editor and other dialogs.