Example #1
0
void initializeButtonState(buttonState *state,
						   brogueButton *buttons,
						   short buttonCount,
						   short winX,
						   short winY,
						   short winWidth,
						   short winHeight) {
	short i, j;
	
	// Initialize variables for the state struct:
	state->buttonChosen = state->buttonFocused = state->buttonDepressed = -1;
	state->buttonCount	= buttonCount;
	state->winX			= winX;
	state->winY			= winY;
	state->winWidth		= winWidth;
	state->winHeight	= winHeight;
	for (i=0; i < state->buttonCount; i++) {
		state->buttons[i] = buttons[i];
	}
	copyDisplayBuffer(state->rbuf, displayBuffer);
	clearDisplayBuffer(state->dbuf);
	
	drawButtonsInState(state);
	
	// Clear the rbuf so that it resets only those parts of the screen in which buttons are drawn in the first place:
	for (i=0; i<COLS; i++) {
		for (j=0; j<ROWS; j++) {
			state->rbuf[i][j].opacity = (state->dbuf[i][j].opacity ? 100 : 0);
		}
	}
}
Example #2
0
boolean dialogChooseFile(char *path, const char *suffix, const char *prompt) {
	short i, j, count, x, y, width, height, suffixLength, pathLength, maxPathLength, currentPageStart;
	brogueButton buttons[FILES_ON_PAGE_MAX + 2];
	fileEntry *files;
	boolean retval = false, again;
	cellDisplayBuffer dbuf[COLS][ROWS], rbuf[COLS][ROWS];
	color *dialogColor = &interfaceBoxColor;
	char *membuf;
	
	suffixLength = strlen(suffix);
	files = listFiles(&count, &membuf);
	copyDisplayBuffer(rbuf, displayBuffer);
	maxPathLength = strLenWithoutEscapes(prompt);
	
	// First, we want to filter the list by stripping out any filenames that do not end with suffix.
	// i is the entry we're testing, and j is the entry that we move it to if it qualifies.
	for (i=0, j=0; i<count; i++) {
		pathLength = strlen(files[i].path);
		//printf("\nString 1: %s", &(files[i].path[(max(0, pathLength - suffixLength))]));
		if (stringsExactlyMatch(&(files[i].path[(max(0, pathLength - suffixLength))]), suffix)) {
			
			// This file counts!
			if (i > j) {
				files[j] = files[i];
				//printf("\nMatching file: %s\twith date: %s", files[j].path, files[j].date);
			}
			j++;
			
			// Keep track of the longest length.
			if (min(pathLength, MAX_FILENAME_DISPLAY_LENGTH) + 10 > maxPathLength) {
				maxPathLength = min(pathLength, MAX_FILENAME_DISPLAY_LENGTH) + 10;
			}
		}
	}
	count = j;
	
	currentPageStart = 0;
	
	do { // Repeat to permit scrolling.
		again = false;
		
		for (i=0; i<min(count - currentPageStart, FILES_ON_PAGE_MAX); i++) {
			initializeButton(&(buttons[i]));
			buttons[i].flags &= ~(B_WIDE_CLICK_AREA | B_GRADIENT);
			buttons[i].buttonColor = *dialogColor;
            if (KEYBOARD_LABELS) {
                sprintf(buttons[i].text, "%c) ", 'a' + i);
            } else {
                buttons[i].text[0] = '\0';
            }
			strncat(buttons[i].text, files[currentPageStart+i].path, MAX_FILENAME_DISPLAY_LENGTH);
			
			// Clip off the file suffix from the button text.
			buttons[i].text[strlen(buttons[i].text) - suffixLength] = '\0'; // Snip!
			buttons[i].hotkey[0] = 'a' + i;
			buttons[i].hotkey[1] = 'A' + i;
			
			// Clip the filename length if necessary.
			if (strlen(buttons[i].text) > MAX_FILENAME_DISPLAY_LENGTH) {
				strcpy(&(buttons[i].text[MAX_FILENAME_DISPLAY_LENGTH - 3]), "...");
			}
			
			//printf("\nFound file: %s, with date: %s", files[currentPageStart+i].path, files[currentPageStart+i].date);
		}
		
		x = (COLS - maxPathLength) / 2;
		width = maxPathLength;
		height = min(count - currentPageStart, FILES_ON_PAGE_MAX) + 2;
		y = max(4, (ROWS - height) / 2);
		
		for (i=0; i<min(count - currentPageStart, FILES_ON_PAGE_MAX); i++) {
			pathLength = strlen(buttons[i].text);
			for (j=pathLength; j<(width - 8); j++) {
				buttons[i].text[j] = ' ';
			}
			buttons[i].text[j] = '\0';
			strcpy(&(buttons[i].text[j]), files[currentPageStart+i].date);
			buttons[i].x = x;
			buttons[i].y = y + 1 + i;
		}
		
		if (count > FILES_ON_PAGE_MAX) {
			// Create up and down arrows.
			initializeButton(&(buttons[i]));
			strcpy(buttons[i].text, "     *     ");
			buttons[i].symbol[0] = UP_ARROW_CHAR;
			if (currentPageStart <= 0) {
				buttons[i].flags &= ~(B_ENABLED | B_DRAW);
			} else {
				buttons[i].hotkey[0] = UP_ARROW;
				buttons[i].hotkey[1] = NUMPAD_8;
				buttons[i].hotkey[2] = PAGE_UP_KEY;
			}
			buttons[i].x = x + (width - 11)/2;
			buttons[i].y = y;
			
			i++;
			initializeButton(&(buttons[i]));
			strcpy(buttons[i].text, "     *     ");
			buttons[i].symbol[0] = DOWN_ARROW_CHAR;
			if (currentPageStart + FILES_ON_PAGE_MAX >= count) {
				buttons[i].flags &= ~(B_ENABLED | B_DRAW);
			} else {
				buttons[i].hotkey[0] = DOWN_ARROW;
				buttons[i].hotkey[1] = NUMPAD_2;
				buttons[i].hotkey[2] = PAGE_DOWN_KEY;
			}
			buttons[i].x = x + (width - 11)/2;
			buttons[i].y = y + i;
		}
		
		if (count) {
			clearDisplayBuffer(dbuf);
			printString(prompt, x, y - 1, &itemMessageColor, dialogColor, dbuf);
			rectangularShading(x - 1, y - 1, width + 1, height + 1, dialogColor, INTERFACE_OPACITY, dbuf);
			overlayDisplayBuffer(dbuf, NULL);
			
            //			for (j=0; j<min(count - currentPageStart, FILES_ON_PAGE_MAX); j++) {
            //				printf("\nSanity check BEFORE: %s, with date: %s", files[currentPageStart+j].path, files[currentPageStart+j].date);
            //				printf("\n   (button name)Sanity check BEFORE: %s", buttons[j].text);
            //			}
			
			i = buttonInputLoop(buttons,
								min(count - currentPageStart, FILES_ON_PAGE_MAX) + (count > FILES_ON_PAGE_MAX ? 2 : 0),
								x,
								y,
								width,
								height,
								NULL);
			
            //			for (j=0; j<min(count - currentPageStart, FILES_ON_PAGE_MAX); j++) {
            //				printf("\nSanity check AFTER: %s, with date: %s", files[currentPageStart+j].path, files[currentPageStart+j].date);
            //				printf("\n   (button name)Sanity check AFTER: %s", buttons[j].text);
            //			}
			
			overlayDisplayBuffer(rbuf, NULL);
			
			if (i < min(count - currentPageStart, FILES_ON_PAGE_MAX)) {
				if (i >= 0) {
					retval = true;
					strcpy(path, files[currentPageStart+i].path);
				} else { // i is -1
					retval = false;
				}
			} else if (i == min(count - currentPageStart, FILES_ON_PAGE_MAX)) { // Up arrow
				again = true;
				currentPageStart -= FILES_ON_PAGE_MAX;
			} else if (i == min(count - currentPageStart, FILES_ON_PAGE_MAX) + 1) { // Down arrow
				again = true;
				currentPageStart += FILES_ON_PAGE_MAX;
			}
		}
		
	} while (again);
	
	free(files);
	free(membuf);
	
	if (count == 0) {
		dialogAlert("No applicable files found.");
		return false;
	} else {
		return retval;
	}
}
Example #3
0
void titleMenu() {
	signed short flames[COLS][(ROWS + MENU_FLAME_ROW_PADDING)][3]; // red, green and blue
	signed short colorSources[MENU_FLAME_COLOR_SOURCE_COUNT][4]; // red, green, blue, and rand, one for each color source (no more than MENU_FLAME_COLOR_SOURCE_COUNT).
	color *colors[COLS][(ROWS + MENU_FLAME_ROW_PADDING)];
	unsigned char mask[COLS][ROWS];
	boolean controlKeyWasDown = false;
	
	short i, b, x, y, button;
	buttonState state;
	brogueButton buttons[6];
	char whiteColorEscape[10] = "";
	char goldColorEscape[10] = "";
	char newGameText[100] = "", customNewGameText[100] = "";
	rogueEvent theEvent;
	enum NGCommands buttonCommands[6] = {NG_NEW_GAME, NG_OPEN_GAME, NG_VIEW_RECORDING, NG_HIGH_SCORES, NG_QUIT};
	
	cellDisplayBuffer shadowBuf[COLS][ROWS];
	
	// Initialize the RNG so the flames aren't always the same.
	
	seedRandomGenerator(0);
	
	// Empty nextGamePath and nextGameSeed so that the buttons don't try to load an old game path or seed.
	rogue.nextGamePath[0] = '\0';
	rogue.nextGameSeed = 0;
	
	// Initialize the title menu buttons.
	encodeMessageColor(whiteColorEscape, 0, &white);
    encodeMessageColor(goldColorEscape, 0, KEYBOARD_LABELS ? &itemMessageColor : &white);
	sprintf(newGameText, "      %sN%sew Game      ", goldColorEscape, whiteColorEscape);
	sprintf(customNewGameText, " %sN%sew Game (custom) ", goldColorEscape, whiteColorEscape);
	b = 0;
	button = -1;
	
	initializeButton(&(buttons[b]));
	strcpy(buttons[b].text, newGameText);
	buttons[b].hotkey[0] = 'n';
	buttons[b].hotkey[1] = 'N';
	b++;
	
	initializeButton(&(buttons[b]));
	sprintf(buttons[b].text, "     %sO%spen Game      ", goldColorEscape, whiteColorEscape);
	buttons[b].hotkey[0] = 'o';
	buttons[b].hotkey[1] = 'O';
	b++;
	
	initializeButton(&(buttons[b]));
	sprintf(buttons[b].text, "   %sV%siew Recording   ", goldColorEscape, whiteColorEscape);
	buttons[b].hotkey[0] = 'v';
	buttons[b].hotkey[1] = 'V';
	b++;
	
	initializeButton(&(buttons[b]));
	sprintf(buttons[b].text, "    %sH%sigh Scores     ", goldColorEscape, whiteColorEscape);
	buttons[b].hotkey[0] = 'h';
	buttons[b].hotkey[1] = 'H';
	b++;
	
    // Seth:
/*	initializeButton(&(buttons[b]));
	sprintf(buttons[b].text, "        %sQ%suit        ", goldColorEscape, whiteColorEscape);
	buttons[b].hotkey[0] = 'q';
	buttons[b].hotkey[1] = 'Q';
	b++;*/
	
	x = COLS - 1 - 20 - 2;
	y = ROWS - 1;
	for (i = b-1; i >= 0; i--) {
		y -= 2;
		buttons[i].x = x;
		buttons[i].y = y;
		buttons[i].buttonColor = titleButtonColor;
		buttons[i].flags |= B_WIDE_CLICK_AREA;
	}
	
	blackOutScreen();
	clearDisplayBuffer(shadowBuf);
	initializeButtonState(&state, buttons, b, x, y, 20, b*2-1);
	rectangularShading(x, y, 20, b*2-1, &black, INTERFACE_OPACITY, shadowBuf);
	drawButtonsInState(&state);
    
	initializeMenuFlames(true, colors, colorSources, flames, mask);
    rogue.creaturesWillFlashThisTurn = false; // total unconscionable hack
	
	do {
		if (!controlKeyWasDown && controlKeyIsDown()) {
			strcpy(state.buttons[0].text, customNewGameText);
			drawButtonsInState(&state);
			buttonCommands[0] = NG_NEW_GAME_WITH_SEED;
			controlKeyWasDown = true;
		} else if (controlKeyWasDown && !controlKeyIsDown()) {
			strcpy(state.buttons[0].text, newGameText);
			drawButtonsInState(&state);
			buttonCommands[0] = NG_NEW_GAME;
			controlKeyWasDown = false;
		}
		
		// Update the display.
		updateMenuFlames(colors, colorSources, flames);
		drawMenuFlames(flames, mask);
		overlayDisplayBuffer(shadowBuf, NULL);
		overlayDisplayBuffer(state.dbuf, NULL);
		
		// Pause briefly.
		if (pauseBrogue(MENU_FLAME_UPDATE_DELAY)) {
			// There was input during the pause! Get the input.
			nextBrogueEvent(&theEvent, true, false, true);
			
			// Process the input.
			button = processButtonInput(&state, NULL, &theEvent);
		}
		
		// Revert the display.
		overlayDisplayBuffer(state.rbuf, NULL);
		
	} while (button == -1 && rogue.nextGame == NG_NOTHING);
	drawMenuFlames(flames, mask);
	if (button != -1) {
		rogue.nextGame = buttonCommands[button];
	}
}