Example #1
0
short get_level_number_from_user(
	void)
{
	short index, item_hit, level_number, maximum_level_number;
	DialogPtr dialog;
	struct entry_point entry;
	boolean done= FALSE;
	
	index = 0; maximum_level_number= 0;
	while (get_indexed_entry_point(&entry, &index, _single_player_entry_point | _multiplayer_carnage_entry_point | _multiplayer_cooperative_entry_point)) maximum_level_number++;

	dialog = myGetNewDialog(dlogLEVEL_NUMBER, NULL, (WindowPtr) -1, 0);
	assert(dialog);

	psprintf(temporary, "%d", maximum_level_number); 
	ParamText((StringPtr)temporary, (StringPtr)"", (StringPtr)"", (StringPtr)"");
	SelIText(dialog, iLEVEL_NUMBER, 0, SHORT_MAX);

	while(!done)
	{
		do
		{
			ModalDialog(get_general_filter_upp(), &item_hit);
		} while (item_hit>iCANCEL);

		level_number= extract_number_from_text_item(dialog, iLEVEL_NUMBER);

		switch(item_hit)
		{
			case iOK:
				if(level_number<=0 || level_number>maximum_level_number)
				{
					SelIText(dialog, iLEVEL_NUMBER, 0, SHORT_MAX);
					SysBeep(-1);
				} else {
					level_number-= 1; /* Make it zero based */
					done= TRUE;
				}
				break;
				
			case iCANCEL:
				done= TRUE;
				level_number= NONE;
				break;
				
			default:
				halt();
				break;
		}
	}
	DisposeDialog(dialog);

	return level_number;
}
Example #2
0
GDHandle display_device_dialog(
	GDSpecPtr device_spec)
{
	GDHandle device= BestDevice(device_spec);
	
	if (device)
	{
		DialogPtr dialog= myGetNewDialog(dlogDEVICE, NULL, (WindowPtr) -1, 0);
		ModalFilterUPP device_dialog_filter_upp= NewModalFilterProc(device_dialog_filter_proc);
		short item_hit;
		
		assert(dialog);
		assert(device_dialog_filter_upp);
		
		/* setup globals */
		device_dialog_globals.device_spec= *device_spec;
		device_dialog_globals.device= device;
		
		/* setup and show dialog */
		device_dialog_instantiate_proc(dialog);
		ShowWindow(dialog);
	
		do
		{
			boolean reinstantiate= FALSE;
			
			ModalDialog(device_dialog_filter_upp, &item_hit);
			switch(item_hit)
			{
				case iCOLORS: device_dialog_globals.device_spec.flags|= deviceIsColor; reinstantiate= TRUE; break;
				case iGRAYS: device_dialog_globals.device_spec.flags&= ~deviceIsColor; reinstantiate= TRUE; break;
				
				case iDEVICE_AREA: reinstantiate= TRUE; break;
				
				case iOK:
					*device_spec= device_dialog_globals.device_spec;
					device= device_dialog_globals.device;
					break;
			}
			
			if (reinstantiate) device_dialog_instantiate_proc(dialog);
		}
		while (item_hit!=iOK && item_hit!=iCANCEL);
		
		DisposeDialog(dialog);
		DisposeRoutineDescriptor(device_dialog_filter_upp);
	}

	return device;
}
// True for OK, false for cancel
bool Configure_ChaseCam(ChaseCamData &Data)
{
	short ItemType;
	Rect Bounds;
	
	DialogPtr Dialog = myGetNewDialog(ChaseCam_Dialog, NULL, (WindowPtr)(-1), 0);
	assert(Dialog);
	
	ControlHandle Behind_CHdl;
	GetDialogItem(Dialog, Behind_Item, &ItemType, (Handle *)&Behind_CHdl, &Bounds);
	SetFloat(Behind_CHdl,Data.Behind/FLOAT_WORLD_ONE);
	
	ControlHandle Upward_CHdl;
	GetDialogItem(Dialog, Upward_Item, &ItemType, (Handle *)&Upward_CHdl, &Bounds);
	SetFloat(Upward_CHdl,Data.Upward/FLOAT_WORLD_ONE);
	
	ControlHandle Rightward_CHdl;
	GetDialogItem(Dialog, Rightward_Item, &ItemType, (Handle *)&Rightward_CHdl, &Bounds);
	SetFloat(Rightward_CHdl,Data.Rightward/FLOAT_WORLD_ONE);
	
	MacCheckbox PassThruWall_CB(Dialog, PassThruWall_Item, TEST_FLAG(Data.Flags,_ChaseCam_ThroughWalls));
	MacCheckbox NeverActive_CB(Dialog, NeverActive_Item, TEST_FLAG(Data.Flags,_ChaseCam_NeverActive));
	MacCheckbox OnWhenEntering_CB(Dialog, OnWhenEntering_Item, TEST_FLAG(Data.Flags,_ChaseCam_OnWhenEntering));
	
	ControlHandle Damping_CHdl;
	GetDialogItem(Dialog, Damping_Item, &ItemType, (Handle *)&Damping_CHdl, &Bounds);
	SetFloat(Damping_CHdl,Data.Damping);
	
	ControlHandle Spring_CHdl;
	GetDialogItem(Dialog, Spring_Item, &ItemType, (Handle *)&Spring_CHdl, &Bounds);
	SetFloat(Spring_CHdl,Data.Spring);
	
	ControlHandle Opacity_CHdl;
	GetDialogItem(Dialog, CC_Opacity_Item, &ItemType, (Handle *)&Opacity_CHdl, &Bounds);
	SetFloat(Opacity_CHdl,Data.Opacity);
	
	// Where to make the color picker
	Point Center = {-1,-1};
	RGBColor NewColor;
	// Get void color from OpenGL-parameters data
	OGL_ConfigureData& OGLData = Get_OGL_ConfigureData();
	MacCheckbox VoidColorOnOff_CB(Dialog, VoidColorOnOff_Item, TEST_FLAG(OGLData.Flags,OGL_Flag_VoidColor));
	
	// Reveal it
#if USE_SHEETS
	SetThemeWindowBackground(GetDialogWindow(Dialog), kThemeBrushSheetBackgroundTransparent, false);
	ShowSheetWindow(GetDialogWindow(Dialog), ActiveNonFloatingWindow());
#else
	SelectWindow(GetDialogWindow(Dialog));
	ShowWindow(GetDialogWindow(Dialog));
#endif
	
	bool WillQuit = false;
	bool IsOK = false;
	short New_Behind = 0, New_Upward = 0, New_Rightward = 0;
	float FloatTemp = 0;
	bool BadValue;
	float New_Damping, New_Spring, New_Opacity;
	while(!WillQuit)
	{
		short ItemHit;
		ModalDialog(NULL, &ItemHit);
		
		switch(ItemHit)
		{
		case OK_Item:
		// Check before quitting
			BadValue = false;
			
			// Now doing roundoff correctly
			// Using a modification of AlexJLS's corrected version
			
			if (GetFloat(Behind_CHdl,FloatTemp))
				New_Behind = FloatRoundoff(WORLD_ONE * FloatTemp);
			else
				BadValue = true;
			
			if (GetFloat(Upward_CHdl,FloatTemp))
				New_Upward = FloatRoundoff(WORLD_ONE * FloatTemp);
			else
				BadValue = true;
			
			if (GetFloat(Rightward_CHdl,FloatTemp))
				New_Rightward = FloatRoundoff(WORLD_ONE * FloatTemp);
			else
				BadValue = true;
			
			if (GetFloat(Damping_CHdl,FloatTemp))
			{
				// Simple validation of the damping factor
				New_Damping = PIN(FloatTemp,-1,1);
				if (New_Damping != FloatTemp)
				{
					BadValue = true;
					SetFloat(Damping_CHdl,New_Damping);
				}
			}
			else
				BadValue = true;
			
			if (GetFloat(Spring_CHdl,FloatTemp))
			{
				New_Spring = FloatTemp;
			}
			else
				BadValue = true;
			
			if (GetFloat(Opacity_CHdl,FloatTemp))
			{
				New_Opacity = PIN(FloatTemp,0,1);
				if (New_Opacity != FloatTemp)
				{
					BadValue = true;
					SetFloat(Opacity_CHdl,New_Opacity);
				}
			}
			else
				BadValue = true;
			
			// Do validation: will the chase cam be unstable?			
			if (!BadValue)
			{
				if (New_Spring >= 0)
				{
					// Oscillatory case
					float NewDampSq = New_Damping*New_Damping;
					BadValue = ((NewDampSq + New_Spring) >= 1);
					if (BadValue)
					{
						New_Spring = 1 - NewDampSq;
						SetFloat(Spring_CHdl,New_Spring);
					}
				}
				else
				{
					// Overdamped case
					float NewDampAbs = fabs(New_Damping);
					BadValue = ((NewDampAbs + sqrt(-New_Spring)) >= 1);
					if (BadValue)
					{
						float Temp = 1 - NewDampAbs;
						New_Spring = - Temp*Temp;
						SetFloat(Spring_CHdl,New_Spring);
					}
				}	
			}
			
			if (BadValue)
			{
				SysBeep(30);
				break;
			}
		
			IsOK = true;
			WillQuit = true;
			break;
			
		case Cancel_Item:
			IsOK = false;
			WillQuit = true;
			break;
			
		case VoidColorSelect_Item:
			// Need to set color here so the preview can work properly
			if (GetColor(Center,"\pWhat color for the void?",&OGLData.VoidColor,&NewColor))
				OGLData.VoidColor = NewColor;
			break;
		
		default:
			if (PassThruWall_CB.ToggleIfHit(ItemHit)) break;
			if (NeverActive_CB.ToggleIfHit(ItemHit)) break;
			if (OnWhenEntering_CB.ToggleIfHit(ItemHit)) break;
			if (VoidColorOnOff_CB.ToggleIfHit(ItemHit)) break;
			break;
		}
	}
	
	if (IsOK)
	{
		Data.Behind = New_Behind;
		Data.Upward = New_Upward;
		Data.Rightward = New_Rightward;
		SET_FLAG(Data.Flags,_ChaseCam_ThroughWalls,PassThruWall_CB.GetState());
		SET_FLAG(Data.Flags,_ChaseCam_NeverActive,NeverActive_CB.GetState());
		SET_FLAG(Data.Flags,_ChaseCam_OnWhenEntering,OnWhenEntering_CB.GetState());
		SET_FLAG(OGLData.Flags,OGL_Flag_VoidColor,VoidColorOnOff_CB.GetState());
		Data.Damping = New_Damping;
		Data.Spring = New_Spring;
		Data.Opacity = New_Opacity;
	}
	
	// Clean up
#if USE_SHEETS
	HideSheetWindow(GetDialogWindow(Dialog));
#else
	HideWindow(GetDialogWindow(Dialog));
#endif
	DisposeDialog(Dialog);
	
	return IsOK;
}