Ejemplo n.º 1
0
void techroom_init()
{
	int i, idx;
	techroom_buttons *b;

	Ships_loaded = 0;
	Weapons_loaded = 0;
	Intel_loaded = 0;

	Techroom_show_all = 0;

	// set up UI stuff
	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Tech_mask_filename[gr_screen.res]);

	Tech_background_bitmap = bm_load(Tech_background_filename[gr_screen.res]);
	if (Tech_background_bitmap < 0) {
		// failed to load bitmap, not a good thing
		Error(LOCATION,"Couldn't load techroom background bitmap");
	}

	for (i=0; i<NUM_BUTTONS; i++) {
		b = &Buttons[gr_screen.res][i];

		b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
		// set up callback for when a mouse first goes over a button
		if (b->filename) {
			b->button.set_bmaps(b->filename);
			b->button.set_highlight_action(common_play_highlight_sound);
		} else {
			b->button.hide();
		}

		b->button.link_hotspot(b->hotspot);
	}

	// common tab button text
	Ui_window.add_XSTR("Technical Database", 1055, Buttons[gr_screen.res][TECH_DATABASE_TAB].xt,  Buttons[gr_screen.res][TECH_DATABASE_TAB].yt, &Buttons[gr_screen.res][TECH_DATABASE_TAB].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Mission Simulator", 1056, Buttons[gr_screen.res][SIMULATOR_TAB].xt,  Buttons[gr_screen.res][SIMULATOR_TAB].yt, &Buttons[gr_screen.res][SIMULATOR_TAB].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Cutscenes", 1057, Buttons[gr_screen.res][CUTSCENES_TAB].xt,  Buttons[gr_screen.res][CUTSCENES_TAB].yt, &Buttons[gr_screen.res][CUTSCENES_TAB].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Credits", 1058, Buttons[gr_screen.res][CREDITS_TAB].xt,  Buttons[gr_screen.res][CREDITS_TAB].yt, &Buttons[gr_screen.res][CREDITS_TAB].button, UI_XSTR_COLOR_GREEN);

	// common ship/weapon/intel text
	Ui_window.add_XSTR("Ships", 293, Buttons[gr_screen.res][SHIPS_DATA_TAB].xt,  Buttons[gr_screen.res][SHIPS_DATA_TAB].yt, &Buttons[gr_screen.res][SHIPS_DATA_TAB].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Weapons", 1553, Buttons[gr_screen.res][WEAPONS_DATA_TAB].xt,  Buttons[gr_screen.res][WEAPONS_DATA_TAB].yt, &Buttons[gr_screen.res][WEAPONS_DATA_TAB].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Intelligence", 1066, Buttons[gr_screen.res][INTEL_DATA_TAB].xt,  Buttons[gr_screen.res][INTEL_DATA_TAB].yt, &Buttons[gr_screen.res][INTEL_DATA_TAB].button, UI_XSTR_COLOR_GREEN);

	// common help/options/commit text
	Ui_window.add_XSTR("Exit", 1418, Buttons[gr_screen.res][EXIT_BUTTON].xt,  Buttons[gr_screen.res][EXIT_BUTTON].yt, &Buttons[gr_screen.res][EXIT_BUTTON].button, UI_XSTR_COLOR_PINK);		

	if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
		Buttons[gr_screen.res][SIMULATOR_TAB].button.disable();
		Buttons[gr_screen.res][CUTSCENES_TAB].button.disable();
	}

	// set some hotkeys
	Buttons[gr_screen.res][PREV_ENTRY_BUTTON].button.set_hotkey(KEY_LEFT);
	Buttons[gr_screen.res][NEXT_ENTRY_BUTTON].button.set_hotkey(KEY_RIGHT);
	Buttons[gr_screen.res][SCROLL_INFO_UP].button.set_hotkey(KEY_UP);
	Buttons[gr_screen.res][SCROLL_INFO_DOWN].button.set_hotkey(KEY_DOWN);


	for (i=0; i<LIST_BUTTONS_MAX; i++) {
		List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1);
		List_buttons[i].hide();
		List_buttons[i].disable();
	}

	View_window.create(&Ui_window, "", Tech_ship_display_coords[gr_screen.res][SHIP_X_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_Y_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_W_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_H_COORD], 1, 1);
	View_window.hide();

	Buttons[gr_screen.res][HELP_BUTTON].button.set_hotkey(KEY_F1);
	Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
	Buttons[gr_screen.res][SCROLL_LIST_UP].button.set_hotkey(KEY_PAGEUP);
	Buttons[gr_screen.res][SCROLL_LIST_DOWN].button.set_hotkey(KEY_PAGEDOWN);

	// init help overlay states
	Techroom_overlay_id = help_overlay_get_index(TECH_ROOM_OVERLAY);
	help_overlay_set_state(Techroom_overlay_id, gr_screen.res, 0);

	// setup slider
	Tech_slider.create(&Ui_window, Tech_slider_coords[gr_screen.res][SHIP_X_COORD], Tech_slider_coords[gr_screen.res][SHIP_Y_COORD], Tech_slider_coords[gr_screen.res][SHIP_W_COORD], Tech_slider_coords[gr_screen.res][SHIP_H_COORD], Ship_info.size(), Tech_slider_filename[gr_screen.res], &tech_scroll_list_up, &tech_scroll_list_down, &tech_ship_scroll_capture);

	// zero intel anim/bitmap stuff
	for(idx=0; idx<MAX_INTEL_ENTRIES; idx++){
		Intel_list[idx].animation.num_frames = 0;
		Intel_list[idx].bitmap = -1;
	}

	mprintf(("Techroom successfully initialized, now changing tab...\n"));
	techroom_change_tab(Tab);
}
Ejemplo n.º 2
0
// init the Popup window
int popup_init(popup_info *pi, int flags)
{
	int					i;
	UI_BUTTON			*b;
	popup_background	*pbg;
	char					*fname;

	if(pi->nchoices == 0){
		pbg = &Popup_background[gr_screen.res][0];
	} else {
		pbg = &Popup_background[gr_screen.res][pi->nchoices-1];
	}

	// anytime in single player, and multiplayer, not in mission, go ahead and stop time
	if ( (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) ){
		game_stop_time();
	}

	// create base window
	Popup_window.create(pbg->coords[0], pbg->coords[1], Popup_text_coords[gr_screen.res][2]+100, Popup_text_coords[gr_screen.res][3]+50, 0);
	Popup_window.set_foreground_bmap(pbg->filename);

	// create buttons
	for (i=0; i<pi->nchoices; i++) {
		b = &Popup_buttons[i];
		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i+1][0], Button_coords[gr_screen.res][i+1][1], 30, 25, 0, 1);
		} else {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i][0], Button_coords[gr_screen.res][i][1], 30, 25, 0, 1);
		}

		fname = popup_get_button_filename(pi, i, flags);
		b->set_bmaps(fname, 3, 0);
		b->set_highlight_action(common_play_highlight_sound);
		if ( pi->keypress[i] >= 0 ) {
			b->set_hotkey(pi->keypress[i]);
		}

		// create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized
		int lx, w, h;

		gr_get_string_size(&w, &h, pi->button_text[i]);
		lx = Button_regions[gr_screen.res][i][0] - w;
		b = &Popup_button_regions[i];	

		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i+1][1], Button_regions[gr_screen.res][i+1][2]-lx, Button_regions[gr_screen.res][i+1][3]-Button_regions[gr_screen.res][i+1][1], 0, 1);
		} else {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i][1], Button_regions[gr_screen.res][i][2]-lx, Button_regions[gr_screen.res][i][3]-Button_regions[gr_screen.res][i][1], 0, 1);
		}

		b->hide();
	}

	// webcursor setup
	if (Web_cursor_bitmap >= 0) {
		if (flags & PF_WEB_CURSOR_1) {
			Popup_buttons[1].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
		if (flags & PF_WEB_CURSOR_2) {
			Popup_buttons[2].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
	}

	// if this is an input popup, create and center the popup
	if(flags & PF_INPUT){
		Popup_input.create(&Popup_window, Popup_text_coords[gr_screen.res][0], pbg->coords[1] + Popup_input_y_offset[gr_screen.res], Popup_text_coords[gr_screen.res][2], pi->max_input_text_len, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_TEXT_CEN);
		Popup_input.set_focus();
	}	
	
	Popup_default_choice=0;
	Popup_should_die = 0;

	if (flags & PF_RUN_STATE) {
		Popup_running_state = 1;
	} else {
		Popup_running_state = 0;
	}

	popup_split_lines(pi, flags);

	// create the popup slider (which we may not need to use
	Popup_slider.create(&Popup_window, Popup_slider_coords[gr_screen.res][0], Popup_slider_coords[gr_screen.res][1], Popup_slider_coords[gr_screen.res][2], Popup_slider_coords[gr_screen.res][3], pi->nlines > Popup_max_display[gr_screen.res] ? pi->nlines - Popup_max_display[gr_screen.res] : 0,
								Popup_slider_name[gr_screen.res], popup_slider_bogus, popup_slider_bogus, NULL);

	return 0;
}
// init
void fiction_viewer_init()
{
	if (Fiction_viewer_inited)
		return;

	// no fiction viewer?
	if (!mission_has_fiction())
		return;

	// music
	common_music_init(SCORE_FICTION_VIEWER);

	// see if we have a background bitmap, and if so, which one
	// currently, we prioritize the UI that comes latest in the array;
	// in the future we might specify this in the mission or in a tbl
	for (Fiction_viewer_ui = NUM_FVW_SETTINGS - 1; Fiction_viewer_ui >= 0; Fiction_viewer_ui--)
	{
		// load the first available background bitmap
		Fiction_viewer_bitmap = bm_load(Fiction_viewer_screen_filename[Fiction_viewer_ui][gr_screen.res]);
		if (Fiction_viewer_bitmap >= 0)
			break;
	}
	
	// no ui is valid?
	if (Fiction_viewer_ui < 0)
	{
		Warning(LOCATION, "No fiction viewer graphics -- cannot display fiction viewer!");
		return;
	}

	// set up fiction viewer font
	use_fv_font();

	// calculate text area lines from font
	Fiction_viewer_text_max_lines = Fiction_viewer_text_coordinates[Fiction_viewer_ui][gr_screen.res][3] / gr_get_font_height();

	// window
	Fiction_viewer_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0, Fiction_viewer_fontnum);
	Fiction_viewer_window.set_mask_bmap(Fiction_viewer_screen_mask[Fiction_viewer_ui][gr_screen.res]);	

	// add the buttons
	for (int i = 0; i < NUM_FVW_BUTTONS; i++)
	{
		int repeat = (i == FVW_BUTTON_SCROLL_UP || i == FVW_BUTTON_SCROLL_DOWN);
		ui_button_info *b = &Fiction_viewer_buttons[Fiction_viewer_ui][gr_screen.res][i];

		b->button.create(&Fiction_viewer_window, "", b->x, b->y, b->xt, b->yt, repeat, 1);		
		b->button.set_highlight_action(common_play_highlight_sound);
		b->button.set_bmaps(b->filename);
		b->button.link_hotspot(b->hotspot);
	}

	// set up hotkeys for buttons
	Fiction_viewer_buttons[Fiction_viewer_ui][gr_screen.res][FVW_BUTTON_ACCEPT].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
	Fiction_viewer_buttons[Fiction_viewer_ui][gr_screen.res][FVW_BUTTON_SCROLL_UP].button.set_hotkey(KEY_UP);
	Fiction_viewer_buttons[Fiction_viewer_ui][gr_screen.res][FVW_BUTTON_SCROLL_DOWN].button.set_hotkey(KEY_DOWN);

	// init brief text
	brief_color_text_init(Fiction_viewer_text, Fiction_viewer_text_coordinates[Fiction_viewer_ui][gr_screen.res][2], default_fiction_viewer_color, 0, 0);

	// if the story is going to overflow the screen, add a slider
	if (Num_brief_text_lines[0] > Fiction_viewer_text_max_lines)
	{
		Fiction_viewer_slider.create(&Fiction_viewer_window,
			Fiction_viewer_slider_coordinates[Fiction_viewer_ui][gr_screen.res][0],
			Fiction_viewer_slider_coordinates[Fiction_viewer_ui][gr_screen.res][1],
			Fiction_viewer_slider_coordinates[Fiction_viewer_ui][gr_screen.res][2],
			Fiction_viewer_slider_coordinates[Fiction_viewer_ui][gr_screen.res][3],
			Num_brief_text_lines[0] - Fiction_viewer_text_max_lines,
			Fiction_viewer_slider_filename[Fiction_viewer_ui][gr_screen.res],
			&fiction_viewer_scroll_up,
			&fiction_viewer_scroll_down,
			&fiction_viewer_scroll_capture);
	}

	if (Fiction_viewer_voice >= 0)
	{
		audiostream_play(Fiction_viewer_voice, Master_voice_volume, 0);
	}
	
	Fiction_viewer_inited = 1;
}
Ejemplo n.º 4
0
// init the Popup window
int popup_init(popup_info *pi, int flags)
{
	int					i;
	UI_BUTTON			*b;
	popup_background	*pbg;
	char					*fname;
	int state, choice;
	
	// to have those cool holo projection popups we need to find what
	// state the game is then load the appropiate popup graphic for
	// display
	state = gameseq_get_state();

	choice = pi->nchoices - 2;
			if (choice < 0)
				choice = 0;
	//pbg = &Popup_background[gr_screen.res][0][POPUP_DEFAULT];


	switch (state)
	{
	case GS_STATE_INITIAL_PLAYER_SELECT:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_REGDESK];
			
		break;
	case GS_STATE_MAIN_MENU:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_CONCOURSE];

		break;
	case GS_STATE_SIMULATOR_ROOM:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_LOADMISSION];

		break;
	case GS_STATE_PILOT_MANAGE:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_PILOTMANAGE];

		break;

	case GS_STATE_VIEW_CUTSCENES:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_FILMROOM];

		break;

	case GS_STATE_GAME_PLAY:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_FLY];

		break;

	/*case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
	case GS_STATE_MULTI_JOIN_GAME:
	case GS_STATE_DEBRIEF:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_DEFAULT];

		break;*/
	
	default:
			pbg = &Popup_background[gr_screen.res][choice][POPUP_DEFAULT];

	}
		// anytime in single player, and multiplayer, not in mission, go ahead and stop time
	if ( (Game_mode & GM_NORMAL) || ((Game_mode && GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) ){
		game_stop_time();
	}
	
	// create base window
	Popup_window.create(pbg->coords[0], pbg->coords[1], Popup_text_coords[gr_screen.res][2]+100, Popup_text_coords[gr_screen.res][3]+50, 0);
	Popup_window.set_foreground_bmap(pbg->filename);

	// create buttons
	for (i=0; i<pi->nchoices; i++) {
		b = &Popup_buttons[i];
		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i+1][0], Button_coords[gr_screen.res][i+1][1], 30, 25, 0, 1);
		} else {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i][0], Button_coords[gr_screen.res][i][1], 30, 25, 0, 1);
		}

		fname = popup_get_button_filename(pi, i, flags);
		b->set_bmaps(fname, 3, 0);
		b->set_highlight_action(common_play_highlight_sound);
		if ( pi->keypress[i] >= 0 ) {
			b->set_hotkey(pi->keypress[i]);
		}

		// create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized
		int lx, w, h;

		gr_get_string_size(&w, &h, pi->button_text[i]);
		lx = Button_regions[gr_screen.res][i][0] - w;
		b = &Popup_button_regions[i];	

		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i+1][1], Button_regions[gr_screen.res][i+1][2]-lx, Button_regions[gr_screen.res][i+1][3]-Button_regions[gr_screen.res][i+1][1], 0, 1);
		} else {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i][1], Button_regions[gr_screen.res][i][2]-lx, Button_regions[gr_screen.res][i][3]-Button_regions[gr_screen.res][i][1], 0, 1);
		}

		b->hide();
	}

	// webcursor setup
	if (Web_cursor_bitmap >= 0) {
		if (flags & PF_WEB_CURSOR_1) {
			Popup_buttons[1].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
		if (flags & PF_WEB_CURSOR_2) {
			Popup_buttons[2].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
	}

	// if this is an input popup, create and center the popup
	if(flags & PF_INPUT){
		Popup_input.create(&Popup_window, Popup_text_coords[gr_screen.res][0], pbg->coords[1] + Popup_input_y_offset[gr_screen.res], Popup_text_coords[gr_screen.res][2], pi->max_input_text_len, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_TEXT_CEN);
		Popup_input.set_focus();
	}	
	
	Popup_default_choice=0;
	Popup_should_die = 0;

	if (flags & PF_RUN_STATE) {
		Popup_running_state = 1;
	} else {
		Popup_running_state = 0;
	}

	popup_split_lines(pi, flags);

	// create the popup slider (which we may not need to use
	Popup_slider.create(&Popup_window, Popup_slider_coords[gr_screen.res][0], Popup_slider_coords[gr_screen.res][1], Popup_slider_coords[gr_screen.res][2], Popup_slider_coords[gr_screen.res][3], pi->nlines > Popup_max_display[gr_screen.res] ? pi->nlines - Popup_max_display[gr_screen.res] : 0,
								Popup_slider_name[gr_screen.res], popup_slider_bogus, popup_slider_bogus, NULL);

	return 0;
}