Beispiel #1
0
/**
 * @brief Opens the local market window.
 */
static void commodity_exchange_open( unsigned int wid )
{
   int i, ngoods;
   char **goods;
   int w, h;

   /* Get window dimensions. */
   window_dimWindow( wid, &w, &h );

   /* buttons */
   window_addButtonKey( wid, -20, 20,
         LAND_BUTTON_WIDTH, LAND_BUTTON_HEIGHT, "btnCommodityClose",
         "Take Off", land_buttonTakeoff, SDLK_t );
   window_addButtonKey( wid, -40-((LAND_BUTTON_WIDTH-20)/2), 20*2 + LAND_BUTTON_HEIGHT,
         (LAND_BUTTON_WIDTH-20)/2, LAND_BUTTON_HEIGHT, "btnCommodityBuy",
         "Buy", commodity_buy, SDLK_b );
   window_addButtonKey( wid, -20, 20*2 + LAND_BUTTON_HEIGHT,
         (LAND_BUTTON_WIDTH-20)/2, LAND_BUTTON_HEIGHT, "btnCommoditySell",
         "Sell", commodity_sell, SDLK_s );

      /* cust draws the modifier */
   window_addCust( wid, -40-((LAND_BUTTON_WIDTH-20)/2), 60+ 2*LAND_BUTTON_HEIGHT,
         (LAND_BUTTON_WIDTH-20)/2, LAND_BUTTON_HEIGHT, "cstMod", 0, commodity_renderMod, NULL, NULL );

   /* text */
   window_addText( wid, -20, -40, LAND_BUTTON_WIDTH, 60, 0,
         "txtSInfo", &gl_smallFont, &cDConsole,
         "You have:\n"
         "Market Price:\n"
         "\n"
         "Free Space:\n" );
   window_addText( wid, -20, -40, LAND_BUTTON_WIDTH/2, 60, 0,
         "txtDInfo", &gl_smallFont, &cBlack, NULL );
   window_addText( wid, -40, -120, LAND_BUTTON_WIDTH-20,
         h-140-LAND_BUTTON_HEIGHT, 0,
         "txtDesc", &gl_smallFont, &cBlack, NULL );

   /* goods list */
   if (land_planet->ncommodities > 0) {
      goods = malloc(sizeof(char*) * land_planet->ncommodities);
      for (i=0; i<land_planet->ncommodities; i++)
         goods[i] = strdup(land_planet->commodities[i]->name);
      ngoods = land_planet->ncommodities;
   }
   else {
      goods    = malloc( sizeof(char*) );
      goods[0] = strdup("None");
      ngoods   = 1;
   }
   window_addList( wid, 20, -40,
         w-LAND_BUTTON_WIDTH-60, h-80-LAND_BUTTON_HEIGHT,
         "lstGoods", goods, ngoods, 0, commodity_update );
   /* Set default keyboard focuse to the list */
   window_setFocus( wid , "lstGoods" );
}
Beispiel #2
0
/**
 * @brief Generates the mission list for the bar.
 *
 *    @param wid Window to create mission list for.
 */
static int bar_genList( unsigned int wid )
{
   glTexture **portraits;
   char **names, *focused;
   int w, h, iw, ih, bw, bh;
   int n;

   /* Get dimensions. */
   bar_getDim( wid, &w, &h, &iw, &ih, &bw, &bh );

   /* Save focus. */
   focused = strdup(window_getFocus(wid));

   /* Destroy widget if already exists. */
   if (widget_exists( wid, "iarMissions" ))
      window_destroyWidget( wid, "iarMissions" );

   /* We sort just in case. */
   npc_sort();

   /* Set up missions. */
   if (mission_portrait == NULL)
      mission_portrait = gl_newImage( PORTRAIT_GFX_PATH"news.png", 0 );
   n = npc_getArraySize();
   if (n <= 0) {
      n            = 1;
      portraits    = malloc(sizeof(glTexture*));
      portraits[0] = mission_portrait;
      names        = malloc(sizeof(char*));
      names[0]     = strdup("News");
   }
   else {
      n            = n+1;
      portraits    = malloc( sizeof(glTexture*) * n );
      portraits[0] = mission_portrait;
      npc_getTextureArray( &portraits[1], n-1 );
      names        = malloc( sizeof(char*) * n );
      names[0]     = strdup("News");
      npc_getNameArray( &names[1], n-1 );
   }
   window_addImageArray( wid, 20, -40,
         iw, ih, "iarMissions", 100, 75,
         portraits, names, n, bar_update, NULL );

   /* write the outfits stuff */
   bar_update( wid, NULL );

   /* Restore focus. */
   window_setFocus( wid, focused );
   free(focused);

   return 0;
}
Beispiel #3
0
/**
 * @brief Opens the mission computer window.
 */
static void misn_open( unsigned int wid )
{
   int w, h;
   int y;

   /* Mark as generated. */
   land_tabGenerate(LAND_WINDOW_MISSION);

   /* Get window dimensions. */
   window_dimWindow( wid, &w, &h );

   /* Set window functions. */
   window_onClose( wid, misn_close );

   /* buttons */
   window_addButtonKey( wid, -20, 20,
         LAND_BUTTON_WIDTH,LAND_BUTTON_HEIGHT, "btnCloseMission",
         "Take Off", land_buttonTakeoff, SDLK_t );
   window_addButtonKey( wid, -20, 40+LAND_BUTTON_HEIGHT,
         LAND_BUTTON_WIDTH,LAND_BUTTON_HEIGHT, "btnAcceptMission",
         "Accept Mission", misn_accept, SDLK_a );

   /* text */
   y = -60;
   window_addText( wid, w/2 + 10, y,
         w/2 - 30, 40, 0,
         "txtSDate", NULL, &cDConsole,
         "Date:\n"
         "Free Space:");
   window_addText( wid, w/2 + 110, y,
         w/2 - 90, 40, 0,
         "txtDate", NULL, &cBlack, NULL );
   y -= 2 * gl_defFont.h + 50;
   window_addText( wid, w/2 + 10, y,
         w/2 - 30, 20, 0,
         "txtSReward", &gl_smallFont, &cDConsole, "Reward:" );
   window_addText( wid, w/2 + 70, y,
         w/2 - 90, 20, 0,
         "txtReward", &gl_smallFont, &cBlack, NULL );
   y -= 20;
   window_addText( wid, w/2 + 10, y,
         w/2 - 30, h/2-90, 0,
         "txtDesc", &gl_smallFont, &cBlack, NULL );

   /* map */
   map_show( wid, 20, 20,
         w/2 - 30, h/2 - 35, 0.75 );

   misn_genList(wid, 1);
   /* Set default keyboard focuse to the list */
   window_setFocus( wid , "lstMission" );
}
Beispiel #4
0
/**
 * @brief Opens the spaceport bar window.
 */
static void bar_open( unsigned int wid )
{
   int w, h, iw, ih, bw, bh, dh, th;

   /* Mark as generated. */
   land_tabGenerate(LAND_WINDOW_BAR);

   /* Set window functions. */
   window_onClose( wid, bar_close );

   /* Get dimensions. */
   bar_getDim( wid, &w, &h, &iw, &ih, &bw, &bh );
   dh = gl_printHeightRaw( &gl_smallFont, w - iw - 60, land_planet->bar_description );

   /* Approach when pressing enter */
   window_setAccept( wid, bar_approach );

   /* Buttons */
   window_addButtonKey( wid, -20, 20,
         bw, bh, "btnCloseBar",
         "Take Off", land_buttonTakeoff, SDLK_t );
   window_addButtonKey( wid, -20 - bw - 20, 20,
         bw, bh, "btnApproach",
         "Approach", bar_approach, SDLK_a );

   /* Bar description. */
   window_addText( wid, iw + 40, -40,
         w - iw - 60, dh, 0,
         "txtDescription", &gl_smallFont, &cBlack,
         land_planet->bar_description );

   /* Add portrait text. */
   th = -40 - dh - 40;
   window_addText( wid, iw + 40, th,
         w - iw - 60, gl_defFont.h, 1,
         "txtPortrait", &gl_defFont, &cDConsole, NULL );

   /* Add mission description text. */
   th -= 20 + PORTRAIT_HEIGHT + 20 + 20;
   window_addText( wid, iw + 60, th,
         w - iw - 100, h + th - (2*bh+60), 0,
         "txtMission", &gl_smallFont, &cBlack, NULL );

   /* Generate the mission list. */
   bar_genList( wid );
   /* Set default keyboard focuse to the list */
   window_setFocus( wid , "iarMissions" );
}
Beispiel #5
0
/**
 * @brief Generates the mission list.
 *    @param wid Window to generate the mission list for.
 *    @param first Is it the first time generated?
 */
static void misn_genList( unsigned int wid, int first )
{
   int i,j;
   char** misn_names, *focused;
   int w,h;

   /* Save focus. */
   focused = strdup(window_getFocus(wid));

   if (!first)
      window_destroyWidget( wid, "lstMission" );

   /* Get window dimensions. */
   window_dimWindow( wid, &w, &h );

   /* list */
   j = 1; /* make sure we don't accidentally free the memory twice. */
   misn_names = NULL;
   if (mission_ncomputer > 0) { /* there are missions */
      misn_names = malloc(sizeof(char*) * mission_ncomputer);
      j = 0;
      for (i=0; i<mission_ncomputer; i++)
         if (mission_computer[i].title != NULL)
            misn_names[j++] = strdup(mission_computer[i].title);
   }
   if ((misn_names==NULL) || (mission_ncomputer==0) || (j==0)) { /* no missions. */
      if (j==0)
         free(misn_names);
      misn_names = malloc(sizeof(char*));
      misn_names[0] = strdup("No Missions");
      j = 1;
   }
   window_addList( wid, 20, -40,
         w/2 - 30, h/2 - 35,
         "lstMission", misn_names, j, 0, misn_update );

   /* Restore focus. */
   window_setFocus( wid, focused );
   free(focused);
   /* duplicateed the save focus functionaility from the bar */
}
Beispiel #6
0
/**
 * @brief Opens the shipyard window.
 */
void shipyard_open( unsigned int wid )
{
   int i;
   Ship **ships;
   char **sships;
   glTexture **tships;
   int nships;
   int w, h;
   int iw, ih;
   int bw, bh, padding, off;
   int th;
   int y;
   const char *buf;

   /* Mark as generated. */
   land_tabGenerate(LAND_WINDOW_SHIPYARD);

   /* Init vars. */
   shipyard_selected = NULL;

   /* Get window dimensions. */
   window_dimWindow( wid, &w, &h );

   /* Calculate image array dimensions. */
   iw = 310 + (w-800);
   ih = h - 60;

   /* Left padding + per-button padding * nbuttons */
   padding = 40 + 20 * 4;

   /* Calculate button dimensions. */
   bw = (w - iw - padding) / 4;
   bh = LAND_BUTTON_HEIGHT;

   /* buttons */
   window_addButtonKey( wid, off = -20, 20,
         bw, bh, "btnCloseShipyard",
         "Take Off", land_buttonTakeoff, SDLK_t );
   window_addButtonKey( wid, off -= 20+bw, 20,
         bw, bh, "btnTradeShip",
         "Trade-In", shipyard_trade, SDLK_r );
   window_addButtonKey( wid, off -= 20+bw, 20,
         bw, bh, "btnBuyShip",
         "Buy", shipyard_buy, SDLK_b );
   window_addButtonKey( wid, off -= 20+bw, 20,
         bw, bh, "btnFindShips",
         "Find Ships", shipyard_find, SDLK_f );

   /* target gfx */
   window_addRect( wid, -41, -50,
         SHIP_TARGET_W, SHIP_TARGET_H, "rctTarget", &cBlack, 0 );
   window_addImage( wid, -40, -50,
         SHIP_TARGET_W, SHIP_TARGET_H, "imgTarget", NULL, 1 );

   /* slot types */
   window_addCust( wid, -20, -160, 148, 70, "cstSlots", 0.,
         shipyard_renderSlots, NULL, NULL );

   /* stat text */
   window_addText( wid, -40, -240, 128, 200, 0, "txtStats",
         &gl_smallFont, &cBlack, NULL );

   /* text */
   buf = "Model:\n"
         "Class:\n"
         "Fabricator:\n"
         "Crew:\n"
         "\n"
         "CPU:\n"
         "Mass:\n"
         "Thrust:\n"
         "Speed:\n"
         "Turn:\n"
         "\n"
         "Absorption:\n"
         "Shield:\n"
         "Armour:\n"
         "Energy:\n"
         "Cargo Space:\n"
         "Fuel:\n"
         "Fuel Use:\n"
         "Price:\n"
         "Money:\n"
         "License:\n";
   th = gl_printHeightRaw( &gl_smallFont, 100, buf );
   y  = -55;
   window_addText( wid, 40+iw+20, y,
         100, th, 0, "txtSDesc", &gl_smallFont, &cDConsole, buf );
   window_addText( wid, 40+iw+20+100, y,
         w-(40+iw+20+100)-20, th, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL );
   y -= th;
   window_addText( wid, 20+iw+40, y,
         w-(20+iw+40) - 180, 185, 0, "txtDescription",
         &gl_smallFont, NULL, NULL );

   /* set up the ships to buy/sell */
   ships = tech_getShip( land_planet->tech, &nships );
   if (nships <= 0) {
      sships    = malloc(sizeof(char*));
      sships[0] = strdup("None");
      tships    = malloc(sizeof(glTexture*));
      tships[0] = NULL;
      nships    = 1;
   }
   else {
      sships = malloc(sizeof(char*)*nships);
      tships = malloc(sizeof(glTexture*)*nships);
      for (i=0; i<nships; i++) {
         sships[i] = strdup(ships[i]->name);
         tships[i] = ships[i]->gfx_store;
      }
      free(ships);
   }
   window_addImageArray( wid, 20, 20,
         iw, ih, "iarShipyard", 64./96.*128., 64.,
         tships, sships, nships, shipyard_update, shipyard_rmouse );

   /* write the shipyard stuff */
   shipyard_update(wid, NULL);
   /* Set default keyboard focuse to the list */
   window_setFocus( wid , "iarShipyard" );
}
Beispiel #7
0
/**
 * @brief Opens the outfit exchange center window.
 */
void outfits_open( unsigned int wid )
{
   int i;
   Outfit **outfits;
   char **soutfits;
   glTexture **toutfits;
   int noutfits;
   int w, h;
   int iw, ih;
   int bw, bh, off;
   glColour *bg, blend;
   const glColour *c;
   char **slottype;
   const char *slotname;

   /* Get dimensions. */
   outfits_getSize( wid, &w, &h, &iw, &ih, &bw, &bh );

   /* will allow buying from keyboard */
   window_setAccept( wid, outfits_buy );

   /* buttons */
   window_addButtonKey( wid, off = -20, 20,
         bw, bh, "btnCloseOutfits",
         "Take Off", land_buttonTakeoff, SDLK_t );
   window_addButtonKey( wid, off -= 20+bw, 20,
         bw, bh, "btnSellOutfit",
         "Sell", outfits_sell, SDLK_s );
   window_addButtonKey( wid, off -= 20+bw, 20,
         bw, bh, "btnBuyOutfit",
         "Buy", outfits_buy, SDLK_b );
   window_addButtonKey( wid, off -= 20+bw, 20,
         bw, bh, "btnFindOutfits",
         "Find Outfits", outfits_find, SDLK_f );

   /* fancy 128x128 image */
   window_addRect( wid, 19 + iw + 20, -50, 128, 129, "rctImage", &cBlack, 0 );
   window_addImage( wid, 20 + iw + 20, -50-128, 0, 0, "imgOutfit", NULL, 1 );

   /* cust draws the modifier */
   window_addCust( wid, -40-bw, 60+2*bh,
         bw, bh, "cstMod", 0, outfits_renderMod, NULL, NULL );

   /* the descriptive text */
   window_addText( wid, 20 + iw + 20 + 128 + 20, -60,
         280, 160, 0, "txtOutfitName", &gl_defFont, &cBlack, NULL );
   window_addText( wid, 20 + iw + 20 + 128 + 20, -60 - gl_defFont.h - 20,
         280, 160, 0, "txtDescShort", &gl_smallFont, &cBlack, NULL );
   window_addText( wid, 20 + iw + 20, -60-128-10,
         60, 160, 0, "txtSDesc", &gl_smallFont, &cDConsole,
         "Owned:\n"
         "\n"
         "Slot:\n"
         "Size:\n"
         "Mass:\n"
         "\n"
         "Price:\n"
         "Money:\n"
         "License:\n" );
   window_addText( wid, 20 + iw + 20 + 60, -60-128-10,
         250, 160, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL );
   window_addText( wid, 20 + iw + 20, -60-128-10-160,
         w-(iw+80), 180, 0, "txtDescription",
         &gl_smallFont, NULL, NULL );

   /* set up the outfits to buy/sell */
   outfits = tech_getOutfit( land_planet->tech, &noutfits );
   if (noutfits <= 0) { /* No outfits */
      soutfits    = malloc(sizeof(char*));
      soutfits[0] = strdup("None");
      toutfits    = malloc(sizeof(glTexture*));
      toutfits[0] = NULL;
      noutfits    = 1;
      bg          = NULL;
      slottype    = NULL;
   }
   else {
      /* Create the outfit arrays. */
      soutfits = malloc(sizeof(char*)*noutfits);
      toutfits = malloc(sizeof(glTexture*)*noutfits);
      bg       = malloc(sizeof(glColour)*noutfits);
      slottype = malloc(sizeof(char*)*noutfits );
      for (i=0; i<noutfits; i++) {
         soutfits[i] = strdup(outfits[i]->name);
         toutfits[i] = outfits[i]->gfx_store;

         /* Background colour. */
         c = outfit_slotSizeColour( &outfits[i]->slot );
         if (c == NULL)
            c = &cBlack;
         col_blend( &blend, c, &cGrey70, 0.4 );
         memcpy( &bg[i], &blend, sizeof(glColour) );

         /* Get slot name. */
         slotname = outfit_slotName(outfits[i]);
         if ((strcmp(slotname,"NA") != 0) && (strcmp(slotname,"NULL") != 0)) {
            slottype[i]    = malloc( 2 );
            slottype[i][0] = outfit_slotName(outfits[i])[0];
            slottype[i][1] = '\0';
         }
         else
            slottype[i] = NULL;
      }
      free(outfits);
   }
   window_addImageArray( wid, 20, 20,
         iw, ih, "iarOutfits", 64, 64,
         toutfits, soutfits, noutfits, outfits_update, outfits_rmouse );

   /* write the outfits stuff */
   outfits_update( wid, NULL );
   outfits_updateQuantities( wid );
   toolkit_setImageArraySlotType( wid, "iarOutfits", slottype );
   toolkit_setImageArrayBackground( wid, "iarOutfits", bg );

   /* Set default keyboard focuse to the list */
   window_setFocus( wid , "iarOutfits" );
}