static void VKBCreateWindow(txt_inputbox_t *inputbox, int charset_index)
{
    int i;
    txt_table_t *keyboard;
    txt_table_t *softact;
    txt_table_t *softact_okcancel;
    txt_table_t *organizer;
    txt_window_action_t *cancel, *caps;

    //Create Widgets
    vkb_window = TXT_NewWindow(NULL);
    vkb_inputbox = inputbox;
    vkb_charset_index = charset_index;
    vkb_label = TXT_NewLabel("");
    keyboard = TXT_NewTable(19);
    organizer = TXT_NewTable(3);
    softact = TXT_NewTable(1);

    //Populate Window
    TXT_AddWidget(vkb_window, vkb_label);
    TXT_AddWidget(vkb_window, TXT_NewSeparator(NULL));
    TXT_AddWidget(vkb_window, organizer);
    TXT_AddWidget(organizer, keyboard);
    TXT_AddWidget(organizer, TXT_NewStrut(1, 0));
    TXT_AddWidget(organizer, softact);

    //Create Actions
    cancel = TXT_NewWindowAction(KEY_BBUTTON, "Revert");
    caps   = TXT_NewWindowAction(KEY_YBUTTON, "Caps");
    TXT_SignalConnect(cancel, "pressed", VKBCloseWindow,   0);
    TXT_SignalConnect(caps,   "pressed", VKBCycleCharsets, 0);
    TXT_AddWidget(softact, TXT_NewButton2("Backspace", VKBBackspace, NULL));
    TXT_AddWidget(softact, TXT_NewButton2("Caps-Lock", VKBCycleCharsets, NULL));
    TXT_AddWidget(softact, TXT_NewButton2("Revert", VKBCloseWindow, 0));
	TXT_AddWidget(softact, TXT_NewButton2("Accept", VKBCloseWindow, 1));

    //Create buttons and populate keyboard table
    for (i=0; vkb_charset[vkb_charset_index][i] != '\0'; i++)
    {
        char button[] = {vkb_charset[vkb_charset_index][i], '\0'};
        TXT_AddWidget(keyboard, TXT_NewButton2(button, VKBAddCharacter, button[0])); //, VKBAddCharacter));

        //Don't add padding on the last of row
        if ((i+1) % 10)
        {
            TXT_AddWidget(keyboard, TXT_NewStrut(1, 0));
        }
    }

    //Format & Update things
    TXT_SetWindowAction(vkb_window, TXT_HORIZ_LEFT,  cancel);
    TXT_SetWindowAction(vkb_window, TXT_HORIZ_RIGHT, caps);
    TXT_SetWidgetAlign(keyboard, TXT_HORIZ_CENTER);
    TXT_SetBGColor(vkb_label, TXT_COLOR_BLACK);
    TXT_LayoutWindow(vkb_window);
    VKBUpdateLabel();
	inputbox->editing = 1;
}
void StartMultiGame(void)
{
    txt_window_t *window;
    txt_table_t *gameopt_table;
    txt_table_t *advanced_table;
    txt_widget_t *iwad_selector;

    window = TXT_NewWindow("Start multiplayer game");

    TXT_AddWidgets(window, 
                   gameopt_table = TXT_NewTable(2),
                   TXT_NewSeparator("Monster options"),
                   TXT_NewInvertedCheckBox("Monsters enabled", &nomonsters),
                   TXT_NewCheckBox("Fast monsters", &fast),
                   TXT_NewCheckBox("Respawning monsters", &respawn),
                   TXT_NewSeparator("Advanced"),
                   advanced_table = TXT_NewTable(2),
                   TXT_NewButton2("Add extra parameters...", 
                                  OpenExtraParamsWindow, NULL),
                   NULL);

    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, WadWindowAction());
    TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, StartGameAction());
    
    TXT_SetColumnWidths(gameopt_table, 12, 12);

    TXT_AddWidgets(gameopt_table,
           TXT_NewLabel("Game"),
           iwad_selector = IWADSelector(),
           TXT_NewLabel("Skill"),
           skillbutton = TXT_NewDropdownList(&skill, skills, 5),
           TXT_NewLabel("Game type"),
           TXT_NewDropdownList(&deathmatch, gamemodes, 3),
           TXT_NewLabel("Level warp"),
           warpbutton = TXT_NewButton2("????", LevelSelectDialog, NULL),
           TXT_NewLabel("Time limit"),
           TXT_NewHorizBox(TXT_NewIntInputBox(&timer, 2),
                           TXT_NewLabel("minutes"),
                           NULL),
           NULL);

    TXT_SetColumnWidths(advanced_table, 12, 12);

    TXT_SignalConnect(iwad_selector, "changed", UpdateWarpType, NULL);

    TXT_AddWidgets(advanced_table, 
                   TXT_NewLabel("UDP port"),
                   TXT_NewIntInputBox(&udpport, 5),
                   NULL);

    UpdateWarpType(NULL, NULL);
    UpdateWarpButton();
}
Beispiel #3
0
void JoinMultiGame(void)
{
    txt_window_t *window;
    txt_table_t *gameopt_table;
    txt_table_t *serveropt_table;
    txt_inputbox_t *address_box;

    window = TXT_NewWindow("Join multiplayer game");
    TXT_SetWindowHelpURL(window, MULTI_JOIN_HELP_URL);

    TXT_AddWidgets(window, 
        gameopt_table = TXT_NewTable(2),
        TXT_NewSeparator("Server"),
        serveropt_table = TXT_NewTable(1),
        TXT_NewStrut(0, 1),
        TXT_NewButton2("Add extra parameters...", OpenExtraParamsWindow, NULL),
        NULL);

    TXT_SetColumnWidths(gameopt_table, 12, 12);

    TXT_AddWidgets(gameopt_table,
                   TXT_NewLabel("Game"),
                   IWADSelector(),
                   NULL);

    if (gamemission == hexen)
    {
        TXT_AddWidgets(gameopt_table,
                       TXT_NewLabel("Character class "),
                       TXT_NewDropdownList(&character_class,
                                           character_classes, 3),
                       NULL);
    }

    TXT_AddWidgets(serveropt_table,
                   TXT_NewHorizBox(
                           TXT_NewLabel("Connect to address: "),
                           address_box = TXT_NewInputBox(&connect_address, 30),
                           NULL),
                   TXT_NewButton2("Find server on Internet...",
                                  FindInternetServer, NULL),
                   TXT_NewButton2("Find server on local network...",
                                  FindLANServer, NULL),
                   NULL);

    TXT_SelectWidget(window, address_box);

    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, WadWindowAction());
    TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, JoinGameAction());
}
Beispiel #4
0
static void BuildWindow(void)
{
    char buf[50];
    txt_table_t *table;
    int i;

    TXT_ClearTable(window);
    table = TXT_NewTable(3);
    TXT_AddWidget(window, table);

    // Add spacers

    TXT_AddWidget(table, NULL);
    TXT_AddWidget(table, TXT_NewStrut(25, 1));
    TXT_AddWidget(table, TXT_NewStrut(17, 1));

    // Player labels

    for (i = 0; i < net_client_wait_data.max_players; ++i)
    {
        sprintf(buf, " %i. ", i + 1);
        TXT_AddWidget(table, TXT_NewLabel(buf));
        player_labels[i] = TXT_NewLabel("");
        ip_labels[i] = TXT_NewLabel("");
        TXT_AddWidget(table, player_labels[i]);
        TXT_AddWidget(table, ip_labels[i]);
    }

    drone_label = TXT_NewLabel("");

    TXT_AddWidget(window, drone_label);
}
Beispiel #5
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static void ConfigExtraButtons(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
{
    txt_window_t *window;
    txt_table_t *buttons_table;

    window = TXT_NewWindow("Additional mouse buttons");

    TXT_SetWindowHelpURL(window, WINDOW_HELP_URL);

    TXT_AddWidgets(window,
                   buttons_table = TXT_NewTable(2),
                   NULL);

    TXT_SetColumnWidths(buttons_table, 24, 5);

    AddMouseControl(buttons_table, "Move backward", &mousebbackward);
    AddMouseControl(buttons_table, "Use", &mousebuse);
    AddMouseControl(buttons_table, "Strafe left", &mousebstrafeleft);
    AddMouseControl(buttons_table, "Strafe right", &mousebstraferight);

    if (gamemission == hexen || gamemission == strife)
    {
        AddMouseControl(buttons_table, "Jump", &mousebjump);
    }

    AddMouseControl(buttons_table, "Previous weapon", &mousebprevweapon);
    AddMouseControl(buttons_table, "Next weapon", &mousebnextweapon);
}
Beispiel #6
0
void ScrollingMenu(void)
{
    txt_window_t *window;
    txt_button_t *button;
    txt_table_t *table;

    window = TXT_NewWindow("Scrollable menu");

    table = TXT_NewTable(1);

    TXT_AddWidgets(table,
                   TXT_NewButton("Configure display"),
                   TXT_NewButton("Configure joystick"),
                   TXT_NewButton("Configure keyboard"),
                   TXT_NewButton("Configure mouse"),
                   TXT_NewButton("Configure sound"),
                   TXT_NewStrut(0, 1),
                   button = TXT_NewButton("Save Parameters and launch DOOM"),
                   TXT_NewStrut(0, 1),
                   TXT_NewButton("Start a network game"),
                   TXT_NewButton("Join a network game"),
                   TXT_NewButton("Multiplayer configuration"),
                   NULL);

    TXT_SignalConnect(button, "pressed", PwnBox, NULL);

    TXT_AddWidget(window, TXT_NewScrollPane(0, 6, table));
}
Beispiel #7
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void Window2(void)
{
    txt_window_t *window;
    txt_table_t *table;
    txt_table_t *unselectable_table;
    txt_scrollpane_t *scrollpane;

    window = TXT_NewWindow("Another test");
    TXT_SetWindowPosition(window, 
                          TXT_HORIZ_RIGHT, 
                          TXT_VERT_TOP, 
                          TXT_SCREEN_W - 1, 1);

    TXT_AddWidgets(window,
                   TXT_NewScrollPane(40, 1,
                        TXT_NewLabel("* Unselectable scroll pane *")),
                   unselectable_table = TXT_NewTable(1),
                   NULL);

    TXT_AddWidget(unselectable_table, TXT_NewLabel("* Unselectable table *"));

    TXT_AddWidget(window, TXT_NewSeparator("Input boxes"));
    table = TXT_NewTable(2);
    TXT_AddWidget(window, table);
    TXT_AddWidget(table, TXT_NewLabel("String: "));
    TXT_AddWidget(table, TXT_NewInputBox(&textbox_value, 20));
    TXT_AddWidget(table, TXT_NewLabel("Int: "));
    TXT_AddWidget(table, TXT_NewIntInputBox(&numbox_value, 10));
    TXT_AddWidget(table, TXT_NewLabel("Spin control:"));
    TXT_AddWidget(table, TXT_NewSpinControl(&numbox_value, 0, 15));

    TXT_AddWidget(window, TXT_NewSeparator("Scroll pane test"));
    scrollpane = TXT_NewScrollPane(40, 5, TXT_NewLabel(
        "This is a scrollable pane. The contents\n"
        "of this box are larger than the box\n"
        "itself, but it can be scrolled around\n"
        "to explore the full contents.\n"
        "\n"
        "Scrollable panes can be scrolled both\n"
        "vertically and horizontally. They\n"
        "can contain any widget. The scroll bars\n"
        "appear automatically as needed.\n"
        "\n"
        "This is a very long line of text that forces a horizontal scrollbar"
    ));
    TXT_AddWidget(window, scrollpane);
}
void JoinMultiGame(void)
{
    txt_window_t *window;
    txt_table_t *gameopt_table;
    txt_table_t *serveropt_table;
    txt_inputbox_t *address_box;

    window = TXT_NewWindow("Join multiplayer game");

    TXT_AddWidgets(window, 
        gameopt_table = TXT_NewTable(2),
        TXT_NewSeparator("Server"),
        serveropt_table = TXT_NewTable(2),
        TXT_NewStrut(0, 1),
        TXT_NewButton2("Add extra parameters...", OpenExtraParamsWindow, NULL),
        NULL);

    TXT_SetColumnWidths(gameopt_table, 12, 12);

    TXT_AddWidgets(gameopt_table,
                   TXT_NewLabel("Game"),
                   IWADSelector(),
                   NULL);

    TXT_AddWidgets(serveropt_table,
                   TXT_NewRadioButton("Connect to address:",
                                      &jointype, JOIN_ADDRESS),
                   address_box = TXT_NewInputBox(&connect_address, 30),
                   TXT_NewRadioButton("Auto-join LAN game",
                                      &jointype, JOIN_AUTO_LAN),
                   NULL);

    TXT_SignalConnect(address_box, "changed", SelectAddressJoin, NULL);
    TXT_SelectWidget(window, address_box);

    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, WadWindowAction());
    TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, JoinGameAction());
}
static void ServerQueryWindow(const char *title)
{
    txt_table_t *results_table;

    query_servers_found = 0;

    query_window = TXT_NewWindow(title);

    TXT_AddWidget(query_window,
                  TXT_NewScrollPane(70, 10,
                                    results_table = TXT_NewTable(3)));

    TXT_SetColumnWidths(results_table, 7, 22, 40);
    TXT_SetPeriodicCallback(QueryPeriodicCallback, results_table, 1);

    TXT_SignalConnect(query_window, "closed", QueryWindowClosed, NULL);
}
Beispiel #10
0
void BuildGUI()
{
    txt_window_t *window;
    txt_table_t *table;
    
    window = TXT_NewWindow("Calculator");

    input_box = TXT_NewLabel("asdf");
    TXT_SetBGColor(input_box, TXT_COLOR_BLACK);
    TXT_AddWidget(window, input_box);
    TXT_AddWidget(window, TXT_NewSeparator(NULL));
    TXT_AddWidget(window, TXT_NewStrut(0, 1));

    table = TXT_NewTable(4);
    TXT_AddWidget(window, table);
    TXT_SetWidgetAlign(table, TXT_HORIZ_CENTER);

    AddNumberButton(table, 7);
    AddNumberButton(table, 8);
    AddNumberButton(table, 9);
    AddOperatorButton(table, "*", OP_MULT);
    AddNumberButton(table, 4);
    AddNumberButton(table, 5);
    AddNumberButton(table, 6);
    AddOperatorButton(table, "-", OP_MINUS);
    AddNumberButton(table, 1);
    AddNumberButton(table, 2);
    AddNumberButton(table, 3);
    AddOperatorButton(table, "+", OP_PLUS);
    AddNumberButton(table, 0);
    TXT_AddWidget(table, NULL);

    TXT_AddWidget(table, TXT_NewButton2("  =  ", Calculate, NULL));
    AddOperatorButton(table, "/", OP_DIV);
    
    TXT_AddWidget(window, TXT_NewStrut(0, 1));
    UpdateInputBox();
}
void MultiplayerConfig(TXT_UNCAST_ARG(widget), void *user_data)
{
    txt_window_t *window;
    txt_label_t *label;
    txt_table_t *table;
    char buf[10];
    int i;

    window = TXT_NewWindow("Multiplayer Configuration");
    TXT_SetWindowHelpURL(window, MULTI_CONFIG_HELP_URL);

    TXT_AddWidgets(window,
                   TXT_NewStrut(0, 1),
                   TXT_NewHorizBox(TXT_NewLabel("Player name:  "),
                                   TXT_NewInputBox(&net_player_name, 25),
                                   NULL),
                   TXT_NewStrut(0, 1),
                   TXT_NewSeparator("Chat macros"),
                   NULL);

    table = TXT_NewTable(2);

    for (i=0; i<10; ++i)
    {
        M_snprintf(buf, sizeof(buf), "#%i ", i + 1);

        label = TXT_NewLabel(buf);
        TXT_SetFGColor(label, TXT_COLOR_BRIGHT_CYAN);

        TXT_AddWidgets(table,
                       label,
                       TXT_NewInputBox(&chat_macros[(i + 1) % 10], 40),
                       NULL);
    }

    TXT_AddWidget(window, table);
}
Beispiel #12
0
void ConfigDisplay(TXT_UNCAST_ARG(widget), void *user_data)
{
    txt_window_t *window;
    txt_table_t *sizes_table;
    txt_window_action_t *advanced_button;

    // Open the window
    window = TXT_NewWindow("Display Configuration");
    TXT_SetWindowHelpURL(window, WINDOW_HELP_URL);

    // Build window:
    TXT_AddWidgets(window,
        TXT_NewCheckBox("Full screen", &fullscreen),
        TXT_NewConditional(&fullscreen, 0,
            sizes_table = TXT_NewTable(3)),
        NULL);

    TXT_SetColumnWidths(window, 42);

    // The window is set at a fixed vertical position.  This keeps
    // the top of the window stationary when switching between
    // fullscreen and windowed mode (which causes the window's
    // height to change).
    TXT_SetWindowPosition(window, TXT_HORIZ_CENTER, TXT_VERT_TOP,
                                  TXT_SCREEN_W / 2, 6);

    GenerateSizesTable(NULL, sizes_table);

    // Button to open "advanced" window.
    // Need to pass a pointer to the window sizes table, as some of the options
    // in there trigger a rebuild of it.
    advanced_button = TXT_NewWindowAction('a', "Advanced");
    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, advanced_button);
    TXT_SignalConnect(advanced_button, "pressed",
                      AdvancedDisplayConfig, sizes_table);
}
void MultiplayerConfig(void)
{
    txt_window_t *window;
    txt_label_t *label;
    txt_table_t *table;
    char buf[10];
    int i;

    window = TXT_NewWindow("Multiplayer Configuration");

    TXT_AddWidgets(window, 
                   TXT_NewStrut(0, 1),
                   TXT_NewHorizBox(TXT_NewLabel("Player name:  "),
                                   TXT_NewInputBox(&net_player_name, 25),
                                   NULL),
                   TXT_NewStrut(0, 1),
                   TXT_NewSeparator("Chat macros"),
                   NULL);

    table = TXT_NewTable(2);

    for (i=0; i<10; ++i)
    {
        sprintf(buf, "#%i ", i + 1);

        label = TXT_NewLabel(buf);
        TXT_SetFGColor(label, TXT_COLOR_BRIGHT_CYAN);

        TXT_AddWidgets(table,
                       label,
                       TXT_NewInputBox(&chat_macros[(i + 1) % 10], 40),
                       NULL);
    }
    
    TXT_AddWidget(window, table);
}
Beispiel #14
0
void ConfigJoystick(void)
{
    txt_window_t *window;
    txt_table_t *button_table;
    txt_table_t *joystick_table;

    if (!joystick_initted) 
    {
        joystick_initted = SDL_Init(SDL_INIT_JOYSTICK) >= 0;
    }

    window = TXT_NewWindow("Gamepad/Joystick configuration");

    TXT_AddWidgets(window,
                   TXT_NewCheckBox("Enable gamepad/joystick", &usejoystick),
                   joystick_table = TXT_NewTable(2),
                   TXT_NewSeparator("Buttons"),
                   button_table = TXT_NewTable(2),
                   NULL);

    TXT_SetColumnWidths(joystick_table, 20, 15);

    TXT_AddWidgets(joystick_table,
                   TXT_NewLabel("Current controller"),
                   joystick_button = TXT_NewButton("zzzz"),
                   NULL);

    TXT_SetColumnWidths(button_table, 20, 15);

    AddJoystickControl(button_table, "Fire/Attack", &joybfire);
    AddJoystickControl(button_table, "Use", &joybuse);

    // High values of joybspeed are used to activate the "always run mode"
    // trick in Vanilla Doom.  If this has been enabled, not only is the
    // joybspeed value meaningless, but the control itself is useless.

    if (joybspeed < 20)
    {
        AddJoystickControl(button_table, "Speed", &joybspeed);
    }

    AddJoystickControl(button_table, "Strafe", &joybstrafe);

    AddJoystickControl(button_table, "Strafe Left", &joybstrafeleft);
    AddJoystickControl(button_table, "Strafe Right", &joybstraferight);
    AddJoystickControl(button_table, "Previous weapon", &joybprevweapon);
    AddJoystickControl(button_table, "Next weapon", &joybnextweapon);

    if (gamemission == hexen || gamemission == strife)
    {
        AddJoystickControl(button_table, "Jump", &joybjump);
    }

    AddJoystickControl(button_table, "Activate menu", &joybmenu);

    TXT_SignalConnect(joystick_button, "pressed", CalibrateJoystick, NULL);
    TXT_SignalConnect(window, "closed", JoystickWindowClosed, NULL);

    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, TestConfigAction());

    SetJoystickButtonLabel();
}
Beispiel #15
0
void ConfigKeyboard(void)
{
    txt_window_t *window;
    txt_table_t *movement_table;
    txt_table_t *action_table;
    txt_table_t *dialogs_table;
    txt_checkbox_t *run_control;

    always_run = joybspeed >= 20;

    window = TXT_NewWindow("Keyboard configuration");

    TXT_AddWidgets(window,
                   TXT_NewSeparator("Movement"),
                   movement_table = TXT_NewTable(4),

                   TXT_NewSeparator("Action"),
                   action_table = TXT_NewTable(4),
                   dialogs_table = TXT_NewTable(2),

                   TXT_NewSeparator("Misc."),
                   run_control = TXT_NewCheckBox("Always run", &always_run),
                   TXT_NewInvertedCheckBox("Use native keyboard mapping", 
                                           &vanilla_keyboard_mapping),
                   NULL);

    TXT_SetColumnWidths(movement_table, 15, 8, 15, 8);

    TXT_SignalConnect(run_control, "changed", UpdateJoybSpeed, NULL);

    AddKeyControl(movement_table, "Move Forward", &key_up);
    AddKeyControl(movement_table, " Strafe Left", &key_strafeleft);
    AddKeyControl(movement_table, "Move Backward", &key_down);
    AddKeyControl(movement_table, " Strafe Right", &key_straferight);
    AddKeyControl(movement_table, "Turn Left", &key_left);
    AddKeyControl(movement_table, " Speed On", &key_speed);
    AddKeyControl(movement_table, "Turn Right", &key_right);
    AddKeyControl(movement_table, " Strafe On", &key_strafe);

    if (gamemission == hexen || gamemission == strife)
    {
        AddKeyControl(movement_table, "Jump", &key_jump);
    }

    TXT_SetColumnWidths(action_table, 15, 8, 15, 8);

    AddKeyControl(action_table, "Fire/Attack", &key_fire);
    AddKeyControl(action_table, " Use", &key_use);

    // Other key bindings are stored in separate sub-dialogs:

    TXT_SetColumnWidths(dialogs_table, 24, 24);

    TXT_AddWidgets(dialogs_table,
                   TXT_NewButton2("More controls...", ConfigExtraKeys, NULL),
                   TXT_NewButton2("Other keys...", OtherKeysDialog, NULL),
                   NULL);

    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, TestConfigAction());

}
Beispiel #16
0
static void OtherKeysDialog(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
{
    txt_window_t *window;
    txt_table_t *table;
    txt_scrollpane_t *scrollpane;

    window = TXT_NewWindow("Other keys");

    table = TXT_NewTable(2);

    TXT_SetColumnWidths(table, 25, 9);

    AddSectionLabel(table, "Menu navigation", false);

    AddKeyControl(table, "Activate menu",         &key_menu_activate);
    AddKeyControl(table, "Move cursor up",        &key_menu_up);
    AddKeyControl(table, "Move cursor down",      &key_menu_down);
    AddKeyControl(table, "Move slider left",      &key_menu_left);
    AddKeyControl(table, "Move slider right",     &key_menu_right);
    AddKeyControl(table, "Go to previous menu",   &key_menu_back);
    AddKeyControl(table, "Activate menu item",    &key_menu_forward);
    AddKeyControl(table, "Confirm action",        &key_menu_confirm);
    AddKeyControl(table, "Cancel action",         &key_menu_abort);

    AddSectionLabel(table, "Shortcut keys", true);

    AddKeyControl(table, "Pause game",            &key_pause);
    AddKeyControl(table, "Help screen",           &key_menu_help);
    AddKeyControl(table, "Save game",             &key_menu_save);
    AddKeyControl(table, "Load game",             &key_menu_load);
    AddKeyControl(table, "Sound volume",          &key_menu_volume);
    AddKeyControl(table, "Toggle detail",         &key_menu_detail);
    AddKeyControl(table, "Quick save",            &key_menu_qsave);
    AddKeyControl(table, "End game",              &key_menu_endgame);
    AddKeyControl(table, "Toggle messages",       &key_menu_messages);
    AddKeyControl(table, "Quick load",            &key_menu_qload);
    AddKeyControl(table, "Quit game",             &key_menu_quit);
    AddKeyControl(table, "Toggle gamma",          &key_menu_gamma);
    AddKeyControl(table, "Multiplayer spy",       &key_spy);

    AddKeyControl(table, "Increase screen size",  &key_menu_incscreen);
    AddKeyControl(table, "Decrease screen size",  &key_menu_decscreen);
    AddKeyControl(table, "Save a screenshot",     &key_menu_screenshot);

    AddKeyControl(table, "Display last message",  &key_message_refresh);
    AddKeyControl(table, "Finish recording demo", &key_demo_quit);

    AddSectionLabel(table, "Map", true);
    AddKeyControl(table, "Toggle map",            &key_map_toggle);
    AddKeyControl(table, "Zoom in",               &key_map_zoomin);
    AddKeyControl(table, "Zoom out",              &key_map_zoomout);
    AddKeyControl(table, "Maximum zoom out",      &key_map_maxzoom);
    AddKeyControl(table, "Follow mode",           &key_map_follow);
    AddKeyControl(table, "Pan north",             &key_map_north);
    AddKeyControl(table, "Pan south",             &key_map_south);
    AddKeyControl(table, "Pan east",              &key_map_east);
    AddKeyControl(table, "Pan west",              &key_map_west);
    AddKeyControl(table, "Toggle grid",           &key_map_grid);
    AddKeyControl(table, "Mark location",         &key_map_mark);
    AddKeyControl(table, "Clear all marks",       &key_map_clearmark);

    AddSectionLabel(table, "Multiplayer", true);

    AddKeyControl(table, "Send message",          &key_multi_msg);
    AddKeyControl(table, "- to player 1",         &key_multi_msgplayer[0]);
    AddKeyControl(table, "- to player 2",         &key_multi_msgplayer[1]);
    AddKeyControl(table, "- to player 3",         &key_multi_msgplayer[2]);
    AddKeyControl(table, "- to player 4",         &key_multi_msgplayer[3]);

    if (gamemission == hexen || gamemission == strife)
    {
        AddKeyControl(table, "- to player 5",     &key_multi_msgplayer[4]);
        AddKeyControl(table, "- to player 6",     &key_multi_msgplayer[5]);
        AddKeyControl(table, "- to player 7",     &key_multi_msgplayer[6]);
        AddKeyControl(table, "- to player 8",     &key_multi_msgplayer[7]);
    }

    scrollpane = TXT_NewScrollPane(0, 13, table);

    TXT_AddWidget(window, scrollpane);
}
Beispiel #17
0
static void ConfigExtraKeys(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(unused))
{
    txt_window_t *window;
    txt_scrollpane_t *scrollpane;
    txt_table_t *table;
    boolean extra_keys = gamemission == heretic
                      || gamemission == hexen
                      || gamemission == strife;

    window = TXT_NewWindow("Extra keyboard controls");

    table = TXT_NewTable(2);

    TXT_SetColumnWidths(table, 21, 9);

    if (extra_keys)
    {
        // When we have extra controls, a scrollable pane must be used.

        scrollpane = TXT_NewScrollPane(0, 13, table);
        TXT_AddWidget(window, scrollpane);

        AddSectionLabel(table, "View", false);

        AddKeyControl(table, "Look up", &key_lookup);
        AddKeyControl(table, "Look down", &key_lookdown);
        AddKeyControl(table, "Center view", &key_lookcenter);

        if (gamemission == heretic || gamemission == hexen)
        {
            AddSectionLabel(table, "Flying", true);

            AddKeyControl(table, "Fly up", &key_flyup);
            AddKeyControl(table, "Fly down", &key_flydown);
            AddKeyControl(table, "Fly center", &key_flycenter);
        }

        AddSectionLabel(table, "Inventory", true);

        AddKeyControl(table, "Inventory left", &key_invleft);
        AddKeyControl(table, "Inventory right", &key_invright);

        if (gamemission == strife)
        {
            AddKeyControl(table, "Home", &key_invhome);
            AddKeyControl(table, "End", &key_invend);
            AddKeyControl(table, "Query", &key_invquery);
            AddKeyControl(table, "Drop", &key_invdrop);
            AddKeyControl(table, "Show weapons", &key_invpop);
            AddKeyControl(table, "Show mission", &key_mission);
            AddKeyControl(table, "Show keys", &key_invkey);
            AddKeyControl(table, "Use", &key_invuse);
            AddKeyControl(table, "Use health", &key_usehealth);
        }
        else
        {
            AddKeyControl(table, "Use artifact", &key_useartifact);
        }

        if (gamemission == hexen)
        {
            AddSectionLabel(table, "Artifacts", true);

            AddKeyControl(table, "One of each", &key_arti_all);
            AddKeyControl(table, "Quartz Flask", &key_arti_health);
            AddKeyControl(table, "Flechette", &key_arti_poisonbag);
            AddKeyControl(table, "Disc of Repulsion", &key_arti_blastradius);
            AddKeyControl(table, "Chaos Device", &key_arti_teleport);
            AddKeyControl(table, "Banishment Device", &key_arti_teleportother);
            AddKeyControl(table, "Porkalator", &key_arti_egg);
            AddKeyControl(table, "Icon of the Defender", &key_arti_invulnerability);
        }
    }
    else
    {
        TXT_AddWidget(window, table);
    }

    AddSectionLabel(table, "Weapons", extra_keys);

    AddKeyControl(table, "Weapon 1", &key_weapon1);
    AddKeyControl(table, "Weapon 2", &key_weapon2);
    AddKeyControl(table, "Weapon 3", &key_weapon3);
    AddKeyControl(table, "Weapon 4", &key_weapon4);
    AddKeyControl(table, "Weapon 5", &key_weapon5);
    AddKeyControl(table, "Weapon 6", &key_weapon6);
    AddKeyControl(table, "Weapon 7", &key_weapon7);
    AddKeyControl(table, "Weapon 8", &key_weapon8);
    AddKeyControl(table, "Previous weapon",       &key_prevweapon);
    AddKeyControl(table, "Next weapon",           &key_nextweapon);
}
Beispiel #18
0
txt_table_t *TXT_NewHorizBox(TXT_UNCAST_ARG(first_widget), ...)
{
    TXT_CAST_ARG(txt_widget_t, first_widget);
    txt_table_t *result;
    va_list args;
    int num_args;

    // First, find the number of arguments to determine the width of
    // the box.

    va_start(args, TXT_UNCAST_ARG_NAME(first_widget));

    num_args = 1;

    for (;;)
    {
        txt_widget_t *widget;

        widget = va_arg(args, txt_widget_t *);

        if (widget == NULL)
        {
            // End of list

            break;
        }
        else
        {
            ++num_args;
        }
    }
    
    va_end(args);

    // Create the table.

    result = TXT_NewTable(num_args);
    TXT_AddWidget(result, first_widget);

    // Go through the list again and add each widget.

    va_start(args, TXT_UNCAST_ARG_NAME(first_widget));

    for (;;)
    {
        txt_widget_t *widget;

        widget = va_arg(args, txt_widget_t *);

        if (widget == NULL)
        {
            // End of list

            break;
        }
        else
        {
            TXT_AddWidget(result, widget);
        }
    }
    
    va_end(args);

    return result;
}
Beispiel #19
0
void ConfigDisplay(void)
{
    txt_window_t *window;
    txt_table_t *modes_table;
    txt_separator_t *modes_separator;
    txt_table_t *bpp_table;
    txt_window_action_t *advanced_button;
    txt_checkbox_t *fs_checkbox;
    int i;
    int num_columns;
    int num_rows;
    int window_y;

    // What color depths are supported?  Generate supported_bpps array
    // and set selected_bpp to match the current value of screen_bpp.

    IdentifyPixelDepths();
    SetSelectedBPP();

    // First time in? Initialise selected_screen_{width,height}

    if (selected_screen_width == 0)
    {
        selected_screen_width = screen_width;
        selected_screen_height = screen_height;
    }

    // Open the window

    window = TXT_NewWindow("Display Configuration");

    // Some machines can have lots of video modes.  This tries to
    // keep a limit of six lines by increasing the number of
    // columns.  In extreme cases, the window is moved up slightly.

    BuildFullscreenModesList();

    if (num_screen_modes_fullscreen <= 24)
    {
        num_columns = 3;
    }
    else if (num_screen_modes_fullscreen <= 40)
    {
        num_columns = 4;
    }
    else
    {
        num_columns = 5;
    }

    modes_table = TXT_NewTable(num_columns);

    // Build window:

    TXT_AddWidget(window, 
                  fs_checkbox = TXT_NewCheckBox("Full screen", &fullscreen));

    if (num_supported_bpps > 1)
    {
        TXT_AddWidgets(window,
                       TXT_NewSeparator("Color depth"),
                       bpp_table = TXT_NewTable(4),
                       NULL);

        for (i = 0; i < num_supported_bpps; ++i)
        {
            txt_radiobutton_t *button;

            button = TXT_NewRadioButton(supported_bpps[i],
                                        &selected_bpp, i);

            TXT_AddWidget(bpp_table, button);
            TXT_SignalConnect(button, "selected", UpdateBPP, modes_table);
        }
    }

    TXT_AddWidgets(window,
                   modes_separator = TXT_NewSeparator(""),
                   modes_table,
                   NULL);

    TXT_SignalConnect(fs_checkbox, "changed",
                      GenerateModesTable, modes_table);
    TXT_SignalConnect(fs_checkbox, "changed",
                      UpdateModeSeparator, modes_separator);

    // How many rows high will the configuration window be?
    // Need to take into account number of fullscreen modes, and also
    // number of supported pixel depths.
    // The windowed modes list is four rows, so take the maximum of
    // windowed and fullscreen.

    num_rows = (num_screen_modes_fullscreen + num_columns - 1) / num_columns;

    if (num_rows < 4)
    {
        num_rows = 4;
    }

    if (num_supported_bpps > 1)
    {
        num_rows += 2;
    }

    if (num_rows < 14)
    {
        window_y = 8 - ((num_rows + 1) / 2);
    }
    else
    {
        window_y = 1;
    }

    // The window is set at a fixed vertical position.  This keeps
    // the top of the window stationary when switching between
    // fullscreen and windowed mode (which causes the window's
    // height to change).

    TXT_SetWindowPosition(window, TXT_HORIZ_CENTER, TXT_VERT_TOP, 
                                  TXT_SCREEN_W / 2, window_y);

    GenerateModesTable(NULL, modes_table);
    UpdateModeSeparator(NULL, modes_separator);

    // Button to open "advanced" window.
    // Need to pass a pointer to the modes table, as some of the options
    // in there trigger a rebuild of it.

    advanced_button = TXT_NewWindowAction('a', "Advanced");
    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, advanced_button);
    TXT_SignalConnect(advanced_button, "pressed",
                      AdvancedDisplayConfig, modes_table);
}
Beispiel #20
0
void SetupWindow(void)
{
    txt_window_t *window;
    txt_table_t *table;
    txt_table_t *rightpane;
    txt_checkbox_t *cheesy_checkbox;
    txt_window_action_t *pwn;
    txt_label_t *toplabel;
    char buf[100];
    int i;
    
    window = TXT_NewWindow("Window test");

    TXT_AddWidget(window, TXT_NewSeparator("Main section"));
    table = TXT_NewTable(3);

    toplabel = TXT_NewLabel("This is a multiline label.\n"
                            "A single label object contains \n"
                            "all three of these lines.\n");
    TXT_AddWidget(window, toplabel);
    TXT_SetWidgetAlign(toplabel, TXT_HORIZ_CENTER);

    //TXT_AddWidget(window, TXT_NewScrollPane(15, 4, table));
    TXT_AddWidget(window, table);

    for (i=0; i<5; ++i)
    {
        sprintf(buf, "Option %i in a table:", i + 1);
        TXT_AddWidget(table, TXT_NewLabel(buf));
        sprintf(buf, " Button %i-1 ", i + 1);
        TXT_AddWidget(table, TXT_NewButton(buf));
        sprintf(buf, " Button %i-2 ", i + 1);
        TXT_AddWidget(table, TXT_NewButton(buf));
    }

    TXT_AddWidget(window, TXT_NewStrut(0, 1));
    value_label = TXT_NewLabel("");
    TXT_AddWidget(window, value_label);

    table = TXT_NewTable(2);
    TXT_AddWidget(window, table);
    TXT_SetWidgetAlign(table, TXT_HORIZ_CENTER);

    cheesy_checkbox = TXT_NewCheckBox("Cheesy", &cheesy);
    TXT_AddWidget(table, cheesy_checkbox);
    TXT_SignalConnect(cheesy_checkbox, "changed", UpdateLabel, NULL);

    rightpane = TXT_NewTable(1);
    TXT_AddWidget(table, rightpane);

    for (i=0; i<3; ++i)
    {
        txt_radiobutton_t *rbut;

        rbut = TXT_NewRadioButton(radio_values[i], &radiobutton_value, i);
        TXT_AddWidget(rightpane, rbut);
        TXT_SignalConnect(rbut, "selected", UpdateLabel, NULL);
    }

    UpdateLabel(NULL, NULL);

    TXT_AddWidget(window, TXT_NewButton2("Close Window", CloseWindow, NULL));

    pwn = TXT_NewWindowAction(KEY_F1, "PWN!");
    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, pwn);
    TXT_SignalConnect(pwn, "pressed", PwnBox, NULL);

    firstwin = window;
}
Beispiel #21
0
static void LevelSelectDialog(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(user_data))
{
    txt_window_t *window;
    txt_table_t *table;
    txt_button_t *button;
    const iwad_t *iwad;
    char buf[10];
    int episodes;
    intptr_t x, y;
    intptr_t l;
    int i;

    window = TXT_NewWindow("Select level");
    iwad = GetCurrentIWAD();

    if (warptype == WARP_ExMy)
    {
        episodes = D_GetNumEpisodes(iwad->mission, iwad->mode);
        table = TXT_NewTable(episodes);

        // ExMy levels

        for (y=1; y<10; ++y)
        {
            for (x=1; x<=episodes; ++x)
            {
                if (IsChexQuest(iwad) && (x > 1 || y > 5))
                {
                    continue;
                }

                if (!D_ValidEpisodeMap(iwad->mission, iwad->mode, x, y))
                {
                    TXT_AddWidget(table, NULL);
                    continue;
                }

                M_snprintf(buf, sizeof(buf), " E%iM%i ", x, y);
                button = TXT_NewButton(buf);
                TXT_SignalConnect(button, "pressed",
                                  SetExMyWarp, (void *) (x * 10 + y));
                TXT_SignalConnect(button, "pressed",
                                  CloseLevelSelectDialog, window);
                TXT_AddWidget(table, button);

                if (warpepisode == x && warpmap == y)
                {
                    TXT_SelectWidget(table, button);
                }
            }
        }
    }
    else
    {
        table = TXT_NewTable(6);

        for (i=0; i<60; ++i)
        {
            x = i % 6;
            y = i / 6;

            l = x * 10 + y + 1;

            if (!D_ValidEpisodeMap(iwad->mission, iwad->mode, 1, l))
            {
                TXT_AddWidget(table, NULL);
                continue;
            }

            M_snprintf(buf, sizeof(buf), " MAP%02i ", l);
            button = TXT_NewButton(buf);
            TXT_SignalConnect(button, "pressed", 
                              SetMAPxyWarp, (void *) l);
            TXT_SignalConnect(button, "pressed",
                              CloseLevelSelectDialog, window);
            TXT_AddWidget(table, button);

            if (warpmap == l)
            {
                TXT_SelectWidget(table, button);
            }
        }
    }

    TXT_AddWidget(window, table);
}
static void LevelSelectDialog(TXT_UNCAST_ARG(widget), TXT_UNCAST_ARG(user_data))
{
    txt_window_t *window;
    txt_table_t *table;
    txt_button_t *button;
    iwad_t *iwad;
    char buf[10];
    int x, y;
    int l;
    int i;

    window = TXT_NewWindow("Select level");

    table = TXT_NewTable(4);

    TXT_AddWidget(window, table);

    if (warptype == WARP_DOOM1)
    {
        // ExMy levels
        
        iwad = GetCurrentIWAD();

        for (i=0; i<4 * 9; ++i)
        {
            x = (i % 4) + 1;
            y = (i / 4) + 1;

            // chex.wad only has E1M1-E1M5.

            if (iwad->mask == IWAD_CHEX && (x > 1 || y > 5))
            {
                continue;
            }

            // doom1.wad only has E1

            if (iwad->mask == IWAD_DOOM1 && x > 1)
            {
                continue;
            }

            sprintf(buf, " E%iM%i ", x, y);
            button = TXT_NewButton(buf);
            TXT_SignalConnect(button, "pressed",
                              SetDoom1Warp, (void *) (x * 10 + y));
            TXT_SignalConnect(button, "pressed",
                              CloseLevelSelectDialog, window);
            TXT_AddWidget(table, button);

            if (warpepisode == x && warpmap == y)
            {
                TXT_SelectWidget(table, button);
            }
        }
    }
    else
    {
        for (i=0; i<32; ++i)
        {
            x = i % 4;
            y = i / 4;

            l = x * 8 + y + 1;
          
            sprintf(buf, " MAP%02i ", l);
            button = TXT_NewButton(buf);
            TXT_SignalConnect(button, "pressed", 
                              SetDoom2Warp, (void *) l);
            TXT_SignalConnect(button, "pressed",
                              CloseLevelSelectDialog, window);
            TXT_AddWidget(table, button);

            if (warpmap == l)
            {
                TXT_SelectWidget(table, button);
            }
        }
    }
}
Beispiel #23
0
static void StartGameMenu(char *window_title, int multiplayer)
{
    txt_window_t *window;
    txt_table_t *gameopt_table;
    txt_table_t *advanced_table;
    txt_widget_t *iwad_selector;

    window = TXT_NewWindow(window_title);

    if (multiplayer)
    {
        TXT_SetWindowHelpURL(window, MULTI_START_HELP_URL);
    }
    else
    {
        TXT_SetWindowHelpURL(window, LEVEL_WARP_HELP_URL);
    }

    TXT_AddWidgets(window,
                   gameopt_table = TXT_NewTable(2),
                   TXT_NewSeparator("Monster options"),
                   TXT_NewInvertedCheckBox("Monsters enabled", &nomonsters),
                   TXT_NewCheckBox("Fast monsters", &fast),
                   TXT_NewCheckBox("Respawning monsters", &respawn),
                   TXT_NewSeparator("Advanced"),
                   advanced_table = TXT_NewTable(2),
                   NULL);

    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, WadWindowAction());
    TXT_SetWindowAction(window, TXT_HORIZ_RIGHT, StartGameAction(multiplayer));

    TXT_SetColumnWidths(gameopt_table, 12, 6);

    TXT_AddWidgets(gameopt_table,
           TXT_NewLabel("Game"),
           iwad_selector = IWADSelector(),
           NULL);

    if (gamemission == hexen)
    {
        txt_dropdown_list_t *cc_dropdown;
        TXT_AddWidgets(gameopt_table,
                       TXT_NewLabel("Character class "),
                       cc_dropdown = TXT_NewDropdownList(&character_class,
                                                         character_classes, 3),
                       NULL);

        // Update skill level dropdown when the character class is changed:

        TXT_SignalConnect(cc_dropdown, "changed", UpdateWarpType, NULL);
    }

    TXT_AddWidgets(gameopt_table,
           TXT_NewLabel("Skill"),
           skillbutton = TXT_NewDropdownList(&skill, doom_skills, 5),
           TXT_NewLabel("Level warp"),
           warpbutton = TXT_NewButton2("????", LevelSelectDialog, NULL),
           NULL);

    if (multiplayer)
    {
        TXT_AddWidgets(gameopt_table,
               TXT_NewLabel("Game type"),
               GameTypeDropdown(),
               TXT_NewLabel("Time limit"),
               TXT_NewHorizBox(TXT_NewIntInputBox(&timer, 2),
                               TXT_NewLabel("minutes"),
                               NULL),
               NULL);

        TXT_AddWidget(window,
                      TXT_NewInvertedCheckBox("Register with master server",
                                              &privateserver));

        TXT_AddWidgets(advanced_table,
                       TXT_NewLabel("UDP port"),
                       TXT_NewIntInputBox(&udpport, 5),
                       NULL);
    }

    TXT_AddWidget(window,
                  TXT_NewButton2("Add extra parameters...", 
                                 OpenExtraParamsWindow, NULL));

    TXT_SetColumnWidths(advanced_table, 12, 6);

    TXT_SignalConnect(iwad_selector, "changed", UpdateWarpType, NULL);

    UpdateWarpType(NULL, NULL);
    UpdateWarpButton();
}
Beispiel #24
0
void ConfigJoystick(void)
{
    txt_window_t *window;
    txt_table_t *button_table, *axis_table;
    txt_table_t *joystick_table;

    window = TXT_NewWindow("Gamepad/Joystick configuration");

    TXT_AddWidgets(window,
                   TXT_NewCheckBox("Enable gamepad/joystick", &usejoystick),
                   joystick_table = TXT_NewTable(2),
                   TXT_NewSeparator("Axes"),
                   axis_table = TXT_NewTable(2),
                   TXT_NewSeparator("Buttons"),
                   button_table = TXT_NewTable(4),
                   NULL);

    TXT_SetColumnWidths(axis_table, 20, 15);

    TXT_AddWidgets(axis_table,
                   TXT_NewLabel("Forward/backward"),
                   y_axis_widget = TXT_NewJoystickAxis(&joystick_y_axis,
                                                       &joystick_y_invert,
                                                       JOYSTICK_AXIS_VERTICAL),
                   TXT_NewLabel("Turn left/right"),
                   x_axis_widget = TXT_NewJoystickAxis(&joystick_x_axis,
                                                       &joystick_x_invert,
                                                       JOYSTICK_AXIS_HORIZONTAL),
                   TXT_NewLabel("Strafe left/right"),
                   TXT_NewJoystickAxis(&joystick_strafe_axis,
                                       &joystick_strafe_invert,
                                        JOYSTICK_AXIS_HORIZONTAL),
                   NULL);

    TXT_SetColumnWidths(joystick_table, 20, 15);

    TXT_AddWidgets(joystick_table,
                   TXT_NewLabel("Current controller"),
                   joystick_button = TXT_NewButton("zzzz"),
                   NULL);

    TXT_SetColumnWidths(button_table, 16, 12, 14, 11);

    AddJoystickControl(button_table, "Fire/Attack", &joybfire);
    AddJoystickControl(button_table, "Strafe Left", &joybstrafeleft);

    AddJoystickControl(button_table, "Use", &joybuse);
    AddJoystickControl(button_table, "Strafe Right", &joybstraferight);

    AddJoystickControl(button_table, "Previous weapon", &joybprevweapon);
    AddJoystickControl(button_table, "Strafe", &joybstrafe);

    AddJoystickControl(button_table, "Next weapon", &joybnextweapon);

    // High values of joybspeed are used to activate the "always run mode"
    // trick in Vanilla Doom.  If this has been enabled, not only is the
    // joybspeed value meaningless, but the control itself is useless.

    if (joybspeed < 20)
    {
        AddJoystickControl(button_table, "Speed", &joybspeed);
    }

    if (gamemission == hexen || gamemission == strife)
    {
        AddJoystickControl(button_table, "Jump", &joybjump);
    }

    AddJoystickControl(button_table, "Activate menu", &joybmenu);

    TXT_SignalConnect(joystick_button, "pressed", CalibrateJoystick, NULL);
    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, TestConfigAction());

    SetJoystickButtonLabel();
}
Beispiel #25
0
void ConfigSound(void)
{
    txt_window_t *window;
    txt_table_t *extra_table;
    txt_dropdown_list_t *sfx_mode_control;
    txt_dropdown_list_t *music_mode_control;
    int num_sfx_modes, num_music_modes;

    // Work out what sfx mode we are currently using:

    if (snd_sfxdevice == SNDDEVICE_PCSPEAKER)
    {
        snd_sfxmode = SFXMODE_PCSPEAKER;
    }
    else if (snd_sfxdevice >= SNDDEVICE_SB)
    {
        snd_sfxmode = SFXMODE_DIGITAL;
    }
    else
    {
        snd_sfxmode = SFXMODE_DISABLED;
    }

    // Is music enabled?

    switch (snd_musicdevice)
    {
        case SNDDEVICE_GENMIDI:
            snd_musicmode = MUSICMODE_NATIVE;
            break;
        case SNDDEVICE_CD:
            snd_musicmode = MUSICMODE_CD;
            break;
        case SNDDEVICE_SB:
        case SNDDEVICE_ADLIB:
        case SNDDEVICE_AWE32:
            snd_musicmode = MUSICMODE_OPL;
            break;
        case SNDDEVICE_GUS:
            snd_musicmode = MUSICMODE_GUS;
            break;
        default:
            snd_musicmode = MUSICMODE_DISABLED;
            break;
    }

    // Doom has PC speaker sound effects, but others do not:

    if (gamemission == doom)
    {
        num_sfx_modes = NUM_SFXMODES;
    }
    else
    {
        num_sfx_modes = NUM_SFXMODES - 1;
    }

    // Hexen has CD audio; others do not.

    if (gamemission == hexen)
    {
        num_music_modes = NUM_MUSICMODES;
    }
    else
    {
        num_music_modes = NUM_MUSICMODES - 1;
    }

    // Build the window

    window = TXT_NewWindow("Sound configuration");
    TXT_SetWindowHelpURL(window, WINDOW_HELP_URL);
    TXT_SetTableColumns(window, 2);
    TXT_SetColumnWidths(window, 19, 15);

    TXT_SetWindowPosition(window, TXT_HORIZ_CENTER, TXT_VERT_TOP,
                                  TXT_SCREEN_W / 2, 5);

    TXT_AddWidgets(window,
                   TXT_NewSeparator("Sound effects"),
                   TXT_NewLabel("Sound effects"),
                   sfx_mode_control = TXT_NewDropdownList(&snd_sfxmode,
                                                          sfxmode_strings,
                                                          num_sfx_modes),
                   TXT_NewLabel("Sound channels"),
                   TXT_NewSpinControl(&numChannels, 1, 8),
                   TXT_NewLabel("SFX volume"),
                   TXT_NewSpinControl(&sfxVolume, 0, 15),
                   NULL);

    // Only show for games that implemented pitch shifting:
    if (gamemission == doom || gamemission == heretic || gamemission == hexen)
    {
        TXT_AddWidgets(window,
                       TXT_NewCheckBox("Pitch-shifted sounds",
                                       &snd_pitchshift),
                       TXT_TABLE_OVERFLOW_RIGHT,
                       NULL);
    }

    if (gamemission == strife)
    {
        TXT_AddWidgets(window,
                       TXT_NewLabel("Voice volume"),
                       TXT_NewSpinControl(&voiceVolume, 0, 15),
                       TXT_NewCheckBox("Show text with voices", &show_talk),
                       TXT_TABLE_OVERFLOW_RIGHT,
                       NULL);
    }

    TXT_AddWidgets(window,
                   TXT_NewSeparator("Music"),
                   TXT_NewLabel("Music"),
                   music_mode_control = TXT_NewDropdownList(&snd_musicmode,
                                                            musicmode_strings,
                                                            num_music_modes),
                   TXT_NewLabel("Music volume"),
                   TXT_NewSpinControl(&musicVolume, 0, 15),
                   extra_table = TXT_NewTable(2),
                   TXT_TABLE_OVERFLOW_RIGHT,
                   NULL);

    TXT_SetColumnWidths(extra_table, 19, 15);

    TXT_SignalConnect(sfx_mode_control, "changed", UpdateSndDevices, NULL);
    TXT_SignalConnect(music_mode_control, "changed", UpdateSndDevices, NULL);

    // Update extra_table when the music mode is changed, and build it now.
    TXT_SignalConnect(music_mode_control, "changed",
                      UpdateExtraTable, extra_table);
    UpdateExtraTable(music_mode_control, extra_table);
}