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 #2
0
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 #3
0
static void GenerateModesTable(TXT_UNCAST_ARG(widget),
                               TXT_UNCAST_ARG(modes_table))
{
    TXT_CAST_ARG(txt_table_t, modes_table);
    char buf[15];
    screen_mode_t *modes;
    txt_radiobutton_t *rbutton;
    int i;

    // Pick which modes list to use

    if (fullscreen)
    {
        if (screen_modes_fullscreen == NULL)
        {
            BuildFullscreenModesList();
        }

        modes = screen_modes_fullscreen;
    }
    else if (aspect_ratio_correct) 
    {
        modes = screen_modes_scaled;
    }
    else
    {
        modes = screen_modes_unscaled;
    }

    // Build the table
 
    TXT_ClearTable(modes_table);
    TXT_SetColumnWidths(modes_table, 14, 14, 14, 14, 14);

    for (i=0; modes[i].w != 0; ++i) 
    {
        // Skip bad fullscreen modes

        if (fullscreen && !GoodFullscreenMode(&modes[i]))
        {
            continue;
        }

        sprintf(buf, "%ix%i", modes[i].w, modes[i].h);
        rbutton = TXT_NewRadioButton(buf, &vidmode, i);
        TXT_AddWidget(modes_table, rbutton);
        TXT_SignalConnect(rbutton, "selected", ModeSelected, &modes[i]);
    }

    // Find the nearest mode in the list that matches the current
    // settings

    vidmode = FindBestMode(modes);

    if (vidmode > 0)
    {
        screen_width = modes[vidmode].w;
        screen_height = modes[vidmode].h;
    }
}
static void AdvancedDisplayConfig(TXT_UNCAST_ARG(widget),
                                  TXT_UNCAST_ARG(sizes_table))
{
    TXT_CAST_ARG(txt_table_t, sizes_table);
    txt_window_t *window;
    txt_checkbox_t *ar_checkbox;

    window = TXT_NewWindow("Advanced display options");

    TXT_SetWindowHelpURL(window, WINDOW_HELP_URL);

    TXT_SetColumnWidths(window, 40);

    TXT_AddWidgets(window,
        ar_checkbox = TXT_NewCheckBox("Force correct aspect ratio",
                                      &aspect_ratio_correct),
        TXT_If(gamemission == heretic || gamemission == hexen
            || gamemission == strife,
            TXT_NewCheckBox("Graphical startup", &graphical_startup)),
        TXT_If(gamemission == doom || gamemission == heretic
            || gamemission == strife,
            TXT_NewCheckBox("Show ENDOOM screen on exit",
                            &show_endoom)),
#ifdef HAVE_LIBPNG
        TXT_NewCheckBox("Save screenshots in PNG format",
                        &png_screenshots),
#endif
        NULL);

    TXT_SignalConnect(ar_checkbox, "changed", GenerateSizesTable, sizes_table);
}
Beispiel #5
0
static void AdvancedDisplayConfig(TXT_UNCAST_ARG(widget),
                                  TXT_UNCAST_ARG(modes_table))
{
    TXT_CAST_ARG(txt_table_t, modes_table);
    txt_window_t *window;
    txt_checkbox_t *ar_checkbox;

    window = TXT_NewWindow("Advanced display options");

    TXT_SetColumnWidths(window, 35);

    TXT_AddWidgets(window,
                   ar_checkbox = TXT_NewCheckBox("Fix aspect ratio",
                                                 &aspect_ratio_correct),
                   NULL);

    if (gamemission == heretic || gamemission == hexen || gamemission == strife)
    {
        TXT_AddWidget(window,
                      TXT_NewCheckBox("Graphical startup", &graphical_startup));
    }

    if (gamemission == doom || gamemission == heretic || gamemission == strife)
    {
        TXT_AddWidget(window,
                      TXT_NewCheckBox("Show ENDOOM screen on exit",
                                      &show_endoom));
    }

    TXT_SignalConnect(ar_checkbox, "changed", GenerateModesTable, modes_table);
}
Beispiel #6
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());
}
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);
}
static void GenerateSizesTable(TXT_UNCAST_ARG(widget),
                               TXT_UNCAST_ARG(sizes_table))
{
    TXT_CAST_ARG(txt_table_t, sizes_table);
    window_size_t *sizes;
    boolean have_size;
    int i;

    // Pick which window sizes list to use
    if (aspect_ratio_correct == 1)
    {
        sizes = window_sizes_scaled;
    }
    else
    {
        sizes = window_sizes_unscaled;
    }

    // Build the table
    TXT_ClearTable(sizes_table);
    TXT_SetColumnWidths(sizes_table, 14, 14, 14);

    TXT_AddWidget(sizes_table, TXT_NewSeparator("Window size"));

    have_size = false;

    for (i = 0; sizes[i].w != 0; ++i)
    {
        TXT_AddWidget(sizes_table, SizeSelectButton(&sizes[i]));
        have_size = have_size || window_width == sizes[i].w;
    }

    // Windows can be any arbitrary size. We key off the width of the
    // window in pixels. If the current size is not in the list of
    // standard (integer multiply) sizes, create a special button to
    // mean "the current window size".
    if (!have_size)
    {
        static window_size_t current_size;
        current_size.w = window_width;
        current_size.h = window_height;
        TXT_AddWidget(sizes_table, SizeSelectButton(&current_size));
    }
}
Beispiel #9
0
static void AdvancedDisplayConfig(TXT_UNCAST_ARG(widget),
                                  TXT_UNCAST_ARG(modes_table))
{
    TXT_CAST_ARG(txt_table_t, modes_table);
    txt_window_t *window;
    txt_checkbox_t *ar_checkbox;

    window = TXT_NewWindow("Advanced display options");

    TXT_SetColumnWidths(window, 35);

    TXT_AddWidgets(window,
                   ar_checkbox = TXT_NewCheckBox("Fix aspect ratio",
                                                 &aspect_ratio_correct),
                   TXT_NewCheckBox("Show ENDOOM screen on exit", &show_endoom),
                   NULL);

    TXT_SignalConnect(ar_checkbox, "changed", GenerateModesTable, modes_table);

    // On Windows, there is an extra control to change between 
    // the Windows GDI and DirectX video drivers.

#if defined(_WIN32) && !defined(_WIN32_WCE)
    {
        txt_radiobutton_t *dx_button, *gdi_button;

        TXT_AddWidgets(window,
                       TXT_NewSeparator("Windows video driver"),
                       dx_button = TXT_NewRadioButton("DirectX",
                                                      &use_directx, 1),
                       gdi_button = TXT_NewRadioButton("Windows GDI",
                                                       &use_directx, 0),
                       NULL);

        TXT_SignalConnect(dx_button, "selected",
                          UpdateVideoDriver, modes_table);
        TXT_SignalConnect(gdi_button, "selected",
                          UpdateVideoDriver, modes_table);
        SetWin32VideoDriver();
    }
#endif
}
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());
}
Beispiel #11
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);
}
Beispiel #12
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 #13
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);
}
static void StartGameMenu(const char *window_title, int multiplayer)
{
    txt_window_t *window;
    txt_widget_t *iwad_selector;

    window = TXT_NewWindow(window_title);
    TXT_SetTableColumns(window, 2);
    TXT_SetColumnWidths(window, 12, 6);

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

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

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

    if (gamemission == hexen)
    {
        txt_dropdown_list_t *cc_dropdown;
        TXT_AddWidgets(window,
                       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(window,
                   TXT_NewLabel("Skill"),
                   skillbutton = TXT_NewDropdownList(&skill, doom_skills, 5),
                   TXT_NewLabel("Level warp"),
                   warpbutton = TXT_NewButton2("?", LevelSelectDialog, NULL),
                   NULL);

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

    TXT_AddWidgets(window,
                   TXT_NewSeparator("Monster options"),
                   TXT_NewInvertedCheckBox("Monsters enabled", &nomonsters),
                   TXT_TABLE_OVERFLOW_RIGHT,
                   TXT_NewCheckBox("Fast monsters", &fast),
                   TXT_TABLE_OVERFLOW_RIGHT,
                   TXT_NewCheckBox("Respawning monsters", &respawn),
                   TXT_TABLE_OVERFLOW_RIGHT,
                   NULL);

    if (multiplayer)
    {
        TXT_AddWidgets(window,
                       TXT_NewSeparator("Advanced"),
                       TXT_NewLabel("UDP port"),
                       TXT_NewIntInputBox(&udpport, 5),
                       TXT_NewInvertedCheckBox("Register with master server",
                                               &privateserver),
                       TXT_TABLE_OVERFLOW_RIGHT,
                       NULL);
    }

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

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

    UpdateWarpType(NULL, NULL);
    UpdateWarpButton();
}
Beispiel #15
0
void ConfigSound(TXT_UNCAST_ARG(widget), void *user_data)
{
    txt_window_t *window;
    txt_window_action_t *music_action;

    // Build the window

    window = TXT_NewWindow("Sound configuration");
    TXT_SetWindowHelpURL(window, WINDOW_HELP_URL);

    TXT_SetColumnWidths(window, 40);
    TXT_SetWindowPosition(window, TXT_HORIZ_CENTER, TXT_VERT_TOP,
                                  TXT_SCREEN_W / 2, 3);

    music_action = TXT_NewWindowAction('m', "Music Packs");
    TXT_SetWindowAction(window, TXT_HORIZ_CENTER, music_action);
    TXT_SignalConnect(music_action, "pressed", OpenMusicPackDir, NULL);

    TXT_AddWidgets(window,
        TXT_NewSeparator("Sound effects"),
        TXT_NewRadioButton("Disabled", &snd_sfxdevice, SNDDEVICE_NONE),
        TXT_If(gamemission == doom,
            TXT_NewRadioButton("PC speaker effects", &snd_sfxdevice,
                               SNDDEVICE_PCSPEAKER)),
        TXT_NewRadioButton("Digital sound effects",
                           &snd_sfxdevice,
                           SNDDEVICE_SB),
        TXT_If(gamemission == doom || gamemission == heretic
            || gamemission == hexen,
            TXT_NewConditional(&snd_sfxdevice, SNDDEVICE_SB,
                TXT_NewHorizBox(
                    TXT_NewStrut(4, 0),
                    TXT_NewCheckBox("Pitch-shifted sounds", &snd_pitchshift),
                    NULL))),
        TXT_If(gamemission == strife,
            TXT_NewConditional(&snd_sfxdevice, SNDDEVICE_SB,
                TXT_NewHorizBox(
                    TXT_NewStrut(4, 0),
                    TXT_NewCheckBox("Show text with voices", &show_talk),
                    NULL))),

        TXT_NewSeparator("Music"),
        TXT_NewRadioButton("Disabled", &snd_musicdevice, SNDDEVICE_NONE),

        TXT_NewRadioButton("OPL (Adlib/Soundblaster)", &snd_musicdevice,
                           SNDDEVICE_SB),
        TXT_NewConditional(&snd_musicdevice, SNDDEVICE_SB,
            TXT_NewHorizBox(
                TXT_NewStrut(4, 0),
                TXT_NewLabel("Chip type: "),
                OPLTypeSelector(),
                NULL)),

        TXT_NewRadioButton("GUS (emulated)", &snd_musicdevice, SNDDEVICE_GUS),
        TXT_NewConditional(&snd_musicdevice, SNDDEVICE_GUS,
            TXT_MakeTable(2,
                TXT_NewStrut(4, 0),
                TXT_NewLabel("Path to patch files: "),
                TXT_NewStrut(4, 0),
                TXT_NewFileSelector(&gus_patch_path, 34,
                                    "Select directory containing GUS patches",
                                    TXT_DIRECTORY),
                NULL)),

        TXT_NewRadioButton("Native MIDI", &snd_musicdevice, SNDDEVICE_GENMIDI),
        TXT_NewConditional(&snd_musicdevice, SNDDEVICE_GENMIDI,
            TXT_MakeTable(2,
                TXT_NewStrut(4, 0),
                TXT_NewLabel("Timidity configuration file: "),
                TXT_NewStrut(4, 0),
                TXT_NewFileSelector(&timidity_cfg_path, 34,
                                    "Select Timidity config file",
                                    cfg_extension),
                NULL)),
        NULL);
}
Beispiel #16
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);
}
Beispiel #17
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 #18
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 #19
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();
}