Example #1
0
//-------------------------------------------------------------------------
// Called from the editor... does one instance of the centers dialog box
//-------------------------------------------------------------------------
int do_centers_dialog()
{
	int i;

	// Only open 1 instance of this window...
	if ( MainWindow != NULL ) return 0;

	// Close other windows.	
	close_trigger_window();
	hostage_close_window();
	close_wall_window();
	robot_close_window();

	// Open a window with a quit button
	MainWindow = ui_open_window( TMAPBOX_X+20, TMAPBOX_Y+20, 765-TMAPBOX_X, 545-TMAPBOX_Y, WIN_DIALOG );
	QuitButton = ui_add_gadget_button( MainWindow, 20, 252, 48, 40, "Done", NULL );

	// These are the checkboxes for each door flag.
	i = 80;
	CenterFlag[0] = ui_add_gadget_radio( MainWindow, 18, i, 16, 16, 0, "NONE" ); 			i += 24;
	CenterFlag[1] = ui_add_gadget_radio( MainWindow, 18, i, 16, 16, 0, "FuelCen" );		i += 24;
	CenterFlag[2] = ui_add_gadget_radio( MainWindow, 18, i, 16, 16, 0, "RepairCen" );	i += 24;
	CenterFlag[3] = ui_add_gadget_radio( MainWindow, 18, i, 16, 16, 0, "ControlCen" );	i += 24;
	CenterFlag[4] = ui_add_gadget_radio( MainWindow, 18, i, 16, 16, 0, "RobotCen" );		i += 24;

	// These are the checkboxes for each door flag.
	for (i=0; i<N_robot_types; i++)
		RobotMatFlag[i] = ui_add_gadget_checkbox( MainWindow, 128 + (i%2)*92, 20+(i/2)*24, 16, 16, 0, Robot_names[i]);
																									  
	old_seg_num = -2;		// Set to some dummy value so everything works ok on the first frame.

	return 1;
}
Example #2
0
void close_all_windows(void)
{
	close_trigger_window();
	close_wall_window();
	close_centers_window();
	hostage_close_window();
	robot_close_window();
}
Example #3
0
//-------------------------------------------------------------------------
// Called from the editor... does one instance of the trigger dialog box
//-------------------------------------------------------------------------
int do_trigger_dialog()
{
	int i;
	trigger_dialog *t;

	if (!Markedsegp) {
		editor_status("Trigger requires Marked Segment & Side.");
		return 0;
	}

	// Only open 1 instance of this window...
	if ( MainWindow != NULL ) return 0;
	
	MALLOC(t, trigger_dialog, 1);
	if (!t)
		return 0;

	// Close other windows.	
	robot_close_window();
	close_wall_window();
	close_centers_window();
	hostage_close_window();

	// Open a window with a quit button
	MainWindow = ui_create_dialog( TMAPBOX_X+20, TMAPBOX_Y+20, 765-TMAPBOX_X, 545-TMAPBOX_Y, DF_DIALOG, (int (*)(UI_DIALOG *, d_event *, void *))trigger_dialog_handler, t );

	// These are the checkboxes for each door flag.
	i = 44;
	t->triggerFlag[0] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Door Control" );  	i+=22;
	t->triggerFlag[1] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Shield damage" ); 	i+=22;
	t->triggerFlag[2] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Energy drain" );		i+=22;
	t->triggerFlag[3] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Exit" );					i+=22;
	t->triggerFlag[4] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "One-shot" );			i+=22;
	t->triggerFlag[5] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Illusion ON" );		i+=22;
	t->triggerFlag[6] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Illusion OFF" );		i+=22;
	t->triggerFlag[7] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Trigger ON" );			i+=22;
	t->triggerFlag[8] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Matcen Trigger" ); 	i+=22;
	t->triggerFlag[9] = ui_add_gadget_checkbox( MainWindow, 22, i, 16, 16, 0, "Secret Exit" ); 		i+=22;

	t->quitButton = ui_add_gadget_button( MainWindow, 20, i, 48, 40, "Done", NULL );
																				 
	// The little box the wall will appear in.
	t->wallViewBox = ui_add_gadget_userbox( MainWindow, 155, 5, 64, 64 );

	// A bunch of buttons...
	i = 80;
//	ui_add_gadget_button( MainWindow,155,i,140, 26, "Add Door Control", add_trigger_control ); i += 29;
	ui_add_gadget_button( MainWindow,155,i,140, 26, "Remove Trigger", trigger_remove ); i += 29;
	ui_add_gadget_button( MainWindow,155,i,140, 26, "Bind Wall", bind_wall_to_trigger ); i += 29;
	ui_add_gadget_button( MainWindow,155,i,140, 26, "Bind Matcen", bind_matcen_to_trigger ); i += 29;
	ui_add_gadget_button( MainWindow,155,i,140, 26, "All Triggers ON", trigger_turn_all_ON ); i += 29;

	t->old_trigger_num = -2;		// Set to some dummy value so everything works ok on the first frame.

	return 1;
}
Example #4
0
int do_centers_dialog()
{
	// Only open 1 instance of this window...
	if ( MainWindow != NULL ) return 0;

	// Close other windows.	
	close_trigger_window();
	hostage_close_window();
	close_wall_window();
	robot_close_window();

	auto c = make_unique<centers_dialog>();
	// Open a window with a quit button
#if defined(DXX_BUILD_DESCENT_I)
	const unsigned x = TMAPBOX_X+20;
	const unsigned width = 765-TMAPBOX_X;
#elif defined(DXX_BUILD_DESCENT_II)
	const unsigned x = 20;
	const unsigned width = 740;
#endif
	MainWindow = ui_create_dialog(x, TMAPBOX_Y+20, width, 545-TMAPBOX_Y, DF_DIALOG, centers_dialog_handler, std::move(c));
	return 1;
}
Example #5
0
void do_hostage_window()
{
	fix DeltaTime, Temp;

	if ( MainWindow == NULL ) return;

	SelectClosestHostage();

	//------------------------------------------------------------
	// Call the ui code..
	//------------------------------------------------------------
	ui_button_any_drawn = 0;
	ui_window_do_gadgets(MainWindow);

	//------------------------------------------------------------
	// If we change objects, we need to reset the ui code for all
	// of the radio buttons that control the ai mode.  Also makes
	// the current AI mode button be flagged as pressed down.
	//------------------------------------------------------------
	if (LastHostageIndex != CurrentHostageIndex )	{

		if ( CurrentHostageIndex > -1 )	
			strcpy( HostageText->text, Hostages[CurrentHostageIndex].text );
		else
			strcpy(HostageText->text, " " );

		HostageText->position = strlen(HostageText->text);
		HostageText->oldposition = HostageText->position;
		HostageText->status=1;
		HostageText->first_time = 1;

	}

	//------------------------------------------------------------
	// If any of the radio buttons that control the mode are set, then
	// update the cooresponding AI state.
	//------------------------------------------------------------
	if ( CurrentHostageIndex > -1 )	
		strcpy( Hostages[CurrentHostageIndex].text, HostageText->text );

	//------------------------------------------------------------
	// A simple frame time counter for spinning the objects...
	//------------------------------------------------------------
	Temp = timer_get_fixed_seconds();
	DeltaTime = Temp - Time;
	Time = Temp;

	//------------------------------------------------------------
	// Redraw the object in the little 64x64 box
	//------------------------------------------------------------
	if (CurrentHostageIndex > -1 )	{
		int vclip_num;
		
		vclip_num = Hostages[CurrentHostageIndex].vclip_num;

		Assert(vclip_num != -1);

		gr_set_current_canvas( HostageViewBox->canvas );

		if ( vclip_num > -1 )	{
			vclip_play( &Hostage_face_clip[vclip_num], DeltaTime );	
		} else {
			gr_clear_canvas( CGREY );
		}
	} else {
		// no hostage, so just blank out
		gr_set_current_canvas( HostageViewBox->canvas );
		gr_clear_canvas( CGREY );
	}

	//------------------------------------------------------------
	// If anything changes in the ui system, redraw all the text that
	// identifies this robot.
	//------------------------------------------------------------
	if (ui_button_any_drawn || (LastHostageIndex != CurrentHostageIndex) )	{
		if ( CurrentHostageIndex > -1 )	{
			ui_wprintf_at( MainWindow, 10, 15, "Hostage: %d   Object: %d", CurrentHostageIndex, Hostages[CurrentHostageIndex].objnum );
			//@@ui_wprintf_at( MainWindow, 10, 73, "Type: %d   Sound: %d   ", Hostages[CurrentHostageIndex].type, Hostages[CurrentHostageIndex].sound_num );
			ui_wprintf_at( MainWindow, 10, 73, "Face: %d   ", Hostages[CurrentHostageIndex].vclip_num);
		}	else {
			ui_wprintf_at( MainWindow, 10, 15, "Hostage: none " );
			//@@ui_wprintf_at( MainWindow, 10, 73, "Type:    Sound:       " );
			ui_wprintf_at( MainWindow, 10, 73, "Face:         " );
		}
		Update_flags |= UF_WORLD_CHANGED;
	}

	if ( QuitButton->pressed || (last_keypress==KEY_ESC))	{
		hostage_close_window();
		return;
	}		

	LastHostageIndex = CurrentHostageIndex;
}