Ejemplo n.º 1
0
Archivo: console.c Proyecto: pegue/naev
/**
 * @brief Opens the console.
 */
void cli_open (void)
{
   unsigned int wid;

   /* Lazy loading. */
   if (cli_state == NULL)
      if (cli_init())
         return;

   /* Must not be already open. */
   if (window_exists( "Lua Console" ))
      return;

   /* Create the window. */
   wid = window_create( "Lua Console", -1, -1, cli_width, cli_height );

   /* Window settings. */
   window_setAccept( wid, cli_input );
   window_setCancel( wid, window_close );
   window_handleKeys( wid, cli_keyhandler );

   /* Input box. */
   window_addInput( wid, 20, 20,
         cli_width-60-BUTTON_WIDTH, BUTTON_HEIGHT,
         "inpInput", LINE_LENGTH, 1 );

   /* Buttons. */
   window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnClose", "Close", window_close );

   /* Custom console widget. */
   window_addCust( wid, 20, -40,
         cli_width-40, cli_height-80-BUTTON_HEIGHT,
         "cstConsole", 0, cli_render, NULL );
}
Ejemplo n.º 2
0
/**
 * @brief Opens the weapons window.
 */
static void info_openWeapons( unsigned int wid )
{
   int w, h;

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

   /* Buttons */
   window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "closeCargo", "Close", info_close );

   /* Checkboxes. */
   window_addCheckbox( wid, 220, 20+2*(BUTTON_HEIGHT+20)-40, 250, BUTTON_HEIGHT,
         "chkAutoweap", "Automatically handle weapons", weapons_autoweap, player.p->autoweap );
   window_addCheckbox( wid, 220, 20+2*(BUTTON_HEIGHT+20)-10, 300, BUTTON_HEIGHT,
         "chkFire", "Enable instant mode (only for weapons)", weapons_fire,
         (pilot_weapSetTypeCheck( player.p, info_eq_weaps.weapons )==WEAPSET_TYPE_WEAPON) );
   window_addCheckbox( wid, 220, 20+2*(BUTTON_HEIGHT+20)+20, 300, BUTTON_HEIGHT,
         "chkInrange", "Only shoot weapons that are in range", weapons_inrange,
         pilot_weapSetInrangeCheck( player.p, info_eq_weaps.weapons ) );

   /* Custom widget. */
   equipment_slotWidget( wid, 20, -40, 180, h-60, &info_eq_weaps );
   info_eq_weaps.selected  = player.p;
   info_eq_weaps.canmodify = 0;

   /* Custom widget for legend. */
   window_addCust( wid, 220, -220, w-200-60, 100, "cstLegend", 0,
         weapons_renderLegend, NULL, NULL );

   /* List. */
   weapons_genList( wid );
}
Ejemplo n.º 3
0
Archivo: land.c Proyecto: Dinth/naev
/**
 * @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_addButton( wid, -20, 20,
         LAND_BUTTON_WIDTH, LAND_BUTTON_HEIGHT, "btnCommodityClose",
         "Takeoff", land_buttonTakeoff );
   window_addButton( wid, -40-((LAND_BUTTON_WIDTH-20)/2), 20*2 + LAND_BUTTON_HEIGHT,
         (LAND_BUTTON_WIDTH-20)/2, LAND_BUTTON_HEIGHT, "btnCommodityBuy",
         "Buy", commodity_buy );
   window_addButton( wid, -20, 20*2 + LAND_BUTTON_HEIGHT,
         (LAND_BUTTON_WIDTH-20)/2, LAND_BUTTON_HEIGHT, "btnCommoditySell",
         "Sell", commodity_sell );

      /* 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 );

   /* update */
   commodity_update(wid, NULL);
}
Ejemplo n.º 4
0
/**
 * @brief Opens the console.
 */
void cli_open (void)
{
   unsigned int wid;

   /* Lazy loading. */
   if (cli_state == NULL)
      if (cli_init())
         return;

   /* Make sure main menu isn't open. */
   if (menu_isOpen(MENU_MAIN))
      return;

   /* Must not be already open. */
   if (window_exists( "Lua Console" ))
      return;

   /* Put a friendly message at first. */
   if (cli_firstOpen) {
      char buf[256];
      cli_addMessage( "" );
      cli_addMessage( "\egWelcome to the Lua console!" );
      nsnprintf( buf, sizeof(buf), "\eg "APPNAME" v%s", naev_version(0) );
      cli_addMessage( buf );
      cli_addMessage( "" );
      cli_firstOpen = 0;
   }

   /* Create the window. */
   wid = window_create( "Lua Console", -1, -1, CLI_WIDTH, CLI_HEIGHT );

   /* Window settings. */
   window_setAccept( wid, cli_input );
   window_setCancel( wid, window_close );
   window_handleKeys( wid, cli_keyhandler );

   /* Input box. */
   window_addInput( wid, 20, 20,
         CLI_WIDTH-60-BUTTON_WIDTH, BUTTON_HEIGHT,
         "inpInput", LINE_LENGTH, 1, cli_font );

   /* Buttons. */
   window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnClose", "Close", window_close );

   /* Custom console widget. */
   window_addCust( wid, 20, -40,
         CLI_WIDTH-40, CLI_HEIGHT-80-BUTTON_HEIGHT,
         "cstConsole", 0, cli_render, NULL, NULL );

   /* Cache current height in case the window is resized. */
   cli_height = CLI_HEIGHT;
}
Ejemplo n.º 5
0
Archivo: map.c Proyecto: pegue/naev
/**
 * @brief Shows a map at x, y (relative to wid) with size w,h.
 *
 *    @param wid Window to show map on.
 *    @param x X position to put map at.
 *    @param y Y position to put map at.
 *    @param w Width of map to open.
 *    @param h Height of map to open.
 *    @param zoom Default zoom to use.
 */
void map_show( int wid, int x, int y, int w, int h, double zoom )
{
   /* mark systems as needed */
   mission_sysMark();

   /* Set position to focus on current system. */
   map_xpos = cur_system->pos.x * zoom;
   map_ypos = cur_system->pos.y * zoom;

   /* Set zoom. */
   map_zoom = zoom;

   window_addCust( wid, x, y, w, h,
         "cstMap", 1, map_render, map_mouse);
}
Ejemplo n.º 6
0
Archivo: news.c Proyecto: Arakash/naev
/**
 * @brief Creates a news widget.
 *
 *    @param wid Window to create news widget on.
 *    @param x X position of the widget to create.
 *    @param y Y position of the widget to create.
 *    @param w Width of the widget.
 *    @param h Height of the widget.
 */
void news_widget( unsigned int wid, int x, int y, int w, int h )
{
   int i, p, len;
   char buf[4096];

   /* Sane defaults. */
   news_pos    = h/3;
   news_tick   = SDL_GetTicks();

   /* Clean news lines. */
   news_cleanLines();

   /* Load up the news in a string. */
   p = 0;
   for (i=0; i<news_nbuf; i++) {
      p += snprintf( &buf[p], 2048-p,
            "%s\n\n"
            "%s\n\n\n\n"
            , news_buf[i].title, news_buf[i].desc );
   }
   len = p;

   /* Now load up the text. */
   p = 0;
   news_nlines = 0;
   while (p < len) {
      /* Get the length. */
      i = gl_printWidthForText( NULL, &buf[p], w-40 );

      /* Copy the line. */
      if (news_nlines+1 > news_mlines) {
         news_mlines += 128;
         news_lines = realloc( news_lines, sizeof(char*) * news_mlines );
      }
      news_lines[news_nlines] = malloc( i + 1 );
      strncpy( news_lines[news_nlines], &buf[p], i );
      news_lines[news_nlines][i] = '\0';

      p += i + 1; /* Move pointer. */
      news_nlines++; /* New line. */
   }

   /* Create the custom widget. */
   window_addCust( wid, x, y, w, h,
         "cstNews", 1, news_render, news_mouse, NULL );
}
Ejemplo n.º 7
0
Archivo: map.c Proyecto: isfos/naev
/**
 * @brief Shows a map at x, y (relative to wid) with size w,h.
 *
 *    @param wid Window to show map on.
 *    @param x X position to put map at.
 *    @param y Y position to put map at.
 *    @param w Width of map to open.
 *    @param h Height of map to open.
 *    @param zoom Default zoom to use.
 */
void map_show( int wid, int x, int y, int w, int h, double zoom )
{
    StarSystem *sys;

    /* mark systems as needed */
    mission_sysMark();

    /* Set position to focus on current system. */
    map_xpos = cur_system->pos.x * zoom;
    map_ypos = cur_system->pos.y * zoom;

    /* Set zoom. */
    map_setZoom(zoom);

    /* Make sure selected is sane. */
    sys = system_getIndex( map_selected );
    if (!(sys_isFlag(sys, SYSTEM_MARKED | SYSTEM_CMARKED)) &&
            !sys_isKnown(sys) && !space_sysReachable(sys))
        map_selectCur();

    window_addCust( wid, x, y, w, h,
                    "cstMap", 1, map_render, map_mouse, NULL );
}
Ejemplo n.º 8
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" );
}
Ejemplo n.º 9
0
Archivo: menu.c Proyecto: zid/naev
/**
 * @brief Opens the main menu (titlescreen).
 */
void menu_main (void)
{
   int offset_logo, offset_wdw, freespace;
   unsigned int bwid, wid;
   glTexture *tex;

   /* Play load music. */
   music_choose("load");

   /* Load background and friends. */
   tex = gl_newImage( "gfx/NAEV.png", 0 );
   main_naevLogo = tex;
   nebu_prep( 300., 0. ); /* Needed for nebula to not spaz out */

   /* Calculate Logo and window offset. */
   freespace = SCREEN_H - tex->sh - MAIN_HEIGHT;
   if (freespace < 0) { /* Not enough freespace, this can get ugly. */
      offset_logo = SCREEN_W - tex->sh;
      offset_wdw  = 0;
   }
   else {
      /* We'll want a maximum seperation of 30 between logo and text. */
      if (freespace/3 > 25) {
         freespace -= 25;
         offset_logo = -25;
         offset_wdw  = -25 - tex->sh - 25;
      }
      /* Otherwise space evenly. */
      else {
         offset_logo = -freespace/3;
         offset_wdw  = freespace/3;
      }
   }

   /* create background image window */
   bwid = window_create( "BG", -1, -1, SCREEN_W, SCREEN_H );
   window_onClose( bwid, menu_main_cleanBG );
   window_addRect( bwid, 0, 0, SCREEN_W, SCREEN_H, "rctBG", &cBlack, 0 );
   window_addCust( bwid, 0, 0, SCREEN_W, SCREEN_H, "cstBG", 0,
         menu_main_nebu, NULL, &menu_main_lasttick );
   window_addImage( bwid, (SCREEN_W-tex->sw)/2., offset_logo, "imgLogo", tex, 0 );
   window_addText( bwid, 0., 10, SCREEN_W, 30., 1, "txtBG", NULL,
         &cWhite, naev_version(1) );

   /* create menu window */
   wid = window_create( "Main Menu", -1, offset_wdw,
         MAIN_WIDTH, MAIN_HEIGHT );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20)*4,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnLoad", "Load Game", menu_main_load );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20)*3,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnNew", "New Game", menu_main_new );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20)*2,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnOptions", "Options", menu_options_button );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20),
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnCredits", "Credits", menu_main_credits );
   window_addButton( wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnExit", "Exit", menu_exit );

   /* Make the background window a parent of the menu. */
   window_setParent( bwid, wid );

   /* Reset timer. */
   menu_main_lasttick = SDL_GetTicks();

   menu_Open(MENU_MAIN);
}
Ejemplo n.º 10
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;
   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_addButton( wid, -20, 20,
         bw, bh, "btnCloseOutfits",
         "Takeoff", land_buttonTakeoff );
   window_addButton( wid, -40-bw, 20,
         bw, bh, "btnSellOutfit",
         "Sell", outfits_sell );
   window_addButton( wid, -60-bw*2, 20,
         bw, bh, "btnBuyOutfit",
         "Buy", outfits_buy );

   /* 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,
         320, 160, 0, "txtOutfitName", &gl_defFont, &cBlack, NULL );
   window_addText( wid, 20 + iw + 20 + 128 + 20, -60 - gl_defFont.h - 20,
         320, 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 );
}
Ejemplo n.º 11
0
Archivo: map.c Proyecto: pegue/naev
/**
 * @brief Opens the map window.
 */
void map_open (void)
{
   unsigned int wid;
   StarSystem *cur;
   int w,h;

   /* Destroy window if exists. */
   wid = window_get(MAP_WDWNAME);
   if (wid > 0) {
      window_destroy( wid );
      return;
   }

   /* set position to focus on current system */
   map_xpos = cur_system->pos.x;
   map_ypos = cur_system->pos.y;

   /* reset zoom. */
   map_zoom = 1.;

   /* mark systems as needed */
   mission_sysMark();

   /* Attempt to select current map if none is selected */
   if (map_selected == -1)
      map_selectCur();

   /* get the selected system. */
   cur = system_getIndex( map_selected );

   /* Set up window size. */
   w = MAX(600, SCREEN_W - 100);
   h = MAX(540, SCREEN_H - 100);

   /* create the window. */
   wid = window_create( MAP_WDWNAME, -1, -1, w, h );

   /* 
    * SIDE TEXT
    *
    * $System
    *
    * Faction:
    *   $Faction (or Multiple)
    *
    * Status:
    *   $Status
    *
    * Planets:
    *   $Planet1, $Planet2, ...
    *
    * Services:
    *   $Services
    * 
    * ...
    *
    * [Close]
    */

   /* System Name */
   window_addText( wid, -20, -20, 100, 20, 1, "txtSysname",
         &gl_defFont, &cDConsole, cur->name );
   /* Faction */
   window_addText( wid, -20, -60, 90, 20, 0, "txtSFaction",
         &gl_smallFont, &cDConsole, "Faction:" );
   window_addText( wid, -20, -60-gl_smallFont.h-5, 80, 100, 0, "txtFaction",
         &gl_smallFont, &cBlack, NULL );
   /* Standing */
   window_addText( wid, -20, -100, 90, 20, 0, "txtSStanding",
         &gl_smallFont, &cDConsole, "Standing:" );
   window_addText( wid, -20, -100-gl_smallFont.h-5, 80, 100, 0, "txtStanding",
         &gl_smallFont, &cBlack, NULL );
   /* Planets */
   window_addText( wid, -20, -140, 90, 20, 0, "txtSPlanets",
         &gl_smallFont, &cDConsole, "Planets:" );
   window_addText( wid, -20, -140-gl_smallFont.h-5, 80, 100, 0, "txtPlanets",
         &gl_smallFont, &cBlack, NULL );
   /* Services */
   window_addText( wid, -20, -180, 90, 20, 0, "txtSServices",
         &gl_smallFont, &cDConsole, "Services:" );
   window_addText( wid, -20, -180-gl_smallFont.h-5, 80, 100, 0, "txtServices",
         &gl_smallFont, &cBlack, NULL );
   /* Close button */
   window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
            "btnClose", "Close", window_close );

         
   /*
    * The map itself.
    */
   window_addCust( wid, 20, -40, w-150, h-100,
         "cstMap", 1, map_render, map_mouse );

   /*
    * Bottom stuff
    *
    * [+] [-]  Nebulae, Asteroids, Interference
    */
   /* Zoom buttons */
   window_addButton( wid, 40, 20, 30, 30, "btnZoomIn", "+", map_buttonZoom );
   window_addButton( wid, 80, 20, 30, 30, "btnZoomOut", "-", map_buttonZoom );
   /* Situation text */
   window_addText( wid, 140, 10, w - 80 - 30 - 30, 30, 0,
         "txtSystemStatus", &gl_smallFont, &cBlack, NULL );

   map_update( wid );
}
Ejemplo n.º 12
0
/**
 * @brief Opens the system editor interface.
 */
void uniedit_open( unsigned int wid_unused, char *unused )
{
   (void) wid_unused;
   (void) unused;
   unsigned int wid;

   /* Pause. */
   pause_game();

   /* Needed to generate faction disk. */
   map_setZoom( 1. );

   /* Must have no diffs applied. */
   diff_clear();

   /* Reset some variables. */
   uniedit_mode   = UNIEDIT_DEFAULT;
   uniedit_drag   = 0;
   uniedit_dragSys = 0;
   uniedit_tsys   = NULL;
   uniedit_tadd   = 0;
   uniedit_zoom   = 1.;
   uniedit_xpos   = 0.;
   uniedit_ypos   = 0.;

   /* Create the window. */
   wid = window_create( "Universe Editor", -1, -1, -1, -1 );
   window_handleKeys( wid, uniedit_keys );
   uniedit_wid = wid;

   /* Close button. */
   window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnClose", "Close", uniedit_close );

   /* Jump toggle. */
   window_addButton( wid, -20, 20+(BUTTON_HEIGHT+20)*3, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnJump", "Jump", uniedit_btnJump );

   /* Rename system. */
   window_addButton( wid, -20, 20+(BUTTON_HEIGHT+20)*4, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnRename", "Rename", uniedit_btnRename );

   /* Edit system. */
   window_addButton( wid, -20, 20+(BUTTON_HEIGHT+20)*5, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnEdit", "Edit", uniedit_btnEdit );

   /* New system. */
   window_addButton( wid, -20, 20+(BUTTON_HEIGHT+20)*6, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnNew", "New Sys", uniedit_btnNew );

   /* Open a system. */
   window_addButton( wid, -20, 20+(BUTTON_HEIGHT+20)*7, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnOpen", "Open", uniedit_btnOpen );

   /* Zoom buttons */
   window_addButton( wid, 40, 20, 30, 30, "btnZoomIn", "+", uniedit_buttonZoom );
   window_addButton( wid, 80, 20, 30, 30, "btnZoomOut", "-", uniedit_buttonZoom );

   /* Presence. */
   window_addText( wid, -20, -140, 90, 20, 0, "txtSPresence",
         &gl_smallFont, &cDConsole, "Presence:" );
   window_addText( wid, -20, -140-gl_smallFont.h-5, 80, 100, 0, "txtPresence",
         &gl_smallFont, &cBlack, "N/A" );

   /* Selected text. */
   window_addText( wid, 140, 10, SCREEN_W - 80 - 30 - 30 - BUTTON_WIDTH - 20, 30, 0,
         "txtSelected", &gl_smallFont, &cBlack, NULL );

   /* Actual viewport. */
   window_addCust( wid, 20, -40, SCREEN_W - 150, SCREEN_H - 100,
         "cstSysEdit", 1, uniedit_render, uniedit_mouse, NULL );
   window_custSetOverlay( wid, "cstSysEdit", uniedit_renderOverlay );

   /* Deselect everything. */
   uniedit_deselect();
}