Example #1
0
// Frees the flares as they expire.
void animateFlares(flare **flares, short count) {
    LIGHTING_STATE *lights;
    boolean inView, fastForward, atLeastOneFlareStillActive;
    short i; // i iterates through the flare list
    
#ifdef BROGUE_ASSERTS
    assert(rogue.RNG == RNG_SUBSTANTIVE);
#endif
    
    lights = backUpLighting();
    fastForward = rogue.trueColorMode || rogue.playbackFastForward;
    
    do {
        inView = false;
        atLeastOneFlareStillActive = false;
        for (i = 0; i < count; i++) {
            if (flares[i]) {
                if (updateFlare(flares[i])) {
                    atLeastOneFlareStillActive = true;
                    if (drawFlareFrame(flares[i])) {
                        inView = true;
                    }
                } else {
                    free(flares[i]);
                    flares[i] = NULL;
                }
            }
        }
        demoteVisibility();
        updateFieldOfViewDisplay(false, true);
        if (!fastForward && (inView || rogue.playbackOmniscience) && atLeastOneFlareStillActive) {
            fastForward = pauseBrogue(10);
        }
        recordOldLights();
        restoreLighting(lights);
    } while (atLeastOneFlareStillActive);
	freeLightingState(lights);

    updateFieldOfViewDisplay(false, true);
}
Example #2
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];
	}
}
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};
	BROGUE_WINDOW *root, *window, *title_window, *button_window;
	BROGUE_DRAW_CONTEXT *context, *title_context, *button_context;
	BROGUE_EFFECT *button_effect;
	BROGUE_GRAPHIC *title_graphic;
	
	// 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, &itemMessageColor);
	sprintf(newGameText, " %s(N)%s 开始新游戏", goldColorEscape, whiteColorEscape);
	sprintf(customNewGameText, " %s(N)%s 生成新游戏", 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, " %s(O)%s 读取存档   ", goldColorEscape, whiteColorEscape);
	buttons[b].hotkey[0] = 'o';
	buttons[b].hotkey[1] = 'O';
	b++;
	
	initializeButton(&(buttons[b]));
	sprintf(buttons[b].text, " %s(V)%s 观看录像   ", goldColorEscape, whiteColorEscape);
	buttons[b].hotkey[0] = 'v';
	buttons[b].hotkey[1] = 'V';
	b++;
	
	initializeButton(&(buttons[b]));
	sprintf(buttons[b].text, " %s(H)%s 最高分      ", goldColorEscape, whiteColorEscape);
	buttons[b].hotkey[0] = 'h';
	buttons[b].hotkey[1] = 'H';
	b++;
	
	initializeButton(&(buttons[b]));
	sprintf(buttons[b].text, " %s(Q)%s 退出游戏   ", goldColorEscape, whiteColorEscape);
	buttons[b].hotkey[0] = 'q';
	buttons[b].hotkey[1] = 'Q';
	b++;
	
	x = COLS - 1 - 20 - 2;
	y = ROWS - 3;
	for (i = b-1; i >= 0; i--) {
		y -= 2;

		buttons[i].x = 1;
		buttons[i].y = 1 + 2 * i;
		buttons[i].buttonColor = interfaceButtonColor;
		buttons[i].flags |= B_WIDE_CLICK_AREA;
	}

	title_graphic = BrogueGraphic_open("svg/title.svg");

	root = ioGetRoot();
	window = BrogueWindow_open(root, 0, 0, COLS, ROWS);
	context = BrogueDrawContext_open(window);

	title_window = BrogueWindow_open(window, 0, 0, COLS, ROWS);
	title_context = BrogueDrawContext_open(title_window);
	if (title_graphic != NULL)
	{
		BrogueDrawContext_drawGraphic(title_context, 0, 0, COLS, ROWS, 
									  title_graphic);
	}

	button_window = BrogueWindow_open(window, x, y, 22, b * 2 + 1);
	BrogueWindow_setColor(button_window, windowColor);
	button_context = BrogueDrawContext_open(button_window);
	button_effect = BrogueEffect_open(button_context, BUTTON_EFFECT_NAME);
	
	blackOutScreen();
	initializeButtonState(&state, buttons, b, button_context, button_effect, 
						  x, y, 20, b*2-1);
	drawButtonsInState(button_context, button_effect, &state);

	initializeMenuFlames(true, colors, colorSources, flames, mask);
    rogue.creaturesWillFlashThisTurn = false; // total unconscionable hack
	
	do {
		if (!controlKeyWasDown && controlKeyIsDown()) {
			strcpy(state.buttons[0].text, customNewGameText);
			drawButtonsInState(button_context, button_effect, &state);
			buttonCommands[0] = NG_NEW_GAME_WITH_SEED;
			controlKeyWasDown = true;
		} else if (controlKeyWasDown && !controlKeyIsDown()) {
			strcpy(state.buttons[0].text, newGameText);
			drawButtonsInState(button_context, button_effect, &state);
			buttonCommands[0] = NG_NEW_GAME;
			controlKeyWasDown = false;
		}
		
		// Update the display.
		updateMenuFlames(colors, colorSources, flames);
		drawMenuFlames(context, flames);
		
		// 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(button_context, button_effect, 
										&state, NULL, &theEvent);
		}
	} while (button == -1 && rogue.nextGame == NG_NOTHING);
	drawMenuFlames(context, flames);
	if (button != -1) {
		rogue.nextGame = buttonCommands[button];
	}

	BrogueWindow_close(window);
	BrogueGraphic_close(title_graphic);
}
Example #4
0
// Processes one round of user input, and bakes the necessary graphical changes into state->dbuf.
// Does NOT display the buttons or revert the display afterward.
// Assumes that the display has already been updated (via overlayDisplayBuffer(state->dbuf, NULL))
// and that input has been solicited (via nextBrogueEvent(event, ___, ___, ___)).
// Also relies on the buttonState having been initialized with initializeButtonState() or otherwise.
// Returns the index of a button if one is chosen.
// Otherwise, returns -1. That can be if the user canceled (in which case *canceled is true),
// or, more commonly, if the user's input in this particular split-second round was not decisive.
short processButtonInput(buttonState *state, boolean *canceled, rogueEvent *event) {
	short i, k, x, y;
	boolean buttonUsed = false;
	
	// Mouse event:
	if (event->eventType == MOUSE_DOWN
		|| event->eventType == MOUSE_UP
		|| event->eventType == MOUSE_ENTERED_CELL) {
		
		x = event->param1;
		y = event->param2;
		
		// Revert the button with old focus, if any.
		if (state->buttonFocused >= 0) {
			drawButton(&(state->buttons[state->buttonFocused]), BUTTON_NORMAL, state->dbuf);
			state->buttonFocused = -1;
		}
		
		// Find the button with new focus, if any.
		for (i=0; i < state->buttonCount; i++) {
			if ((state->buttons[i].flags & B_DRAW)
				&& (state->buttons[i].flags & B_ENABLED)
				&& (state->buttons[i].y == y || ((state->buttons[i].flags & B_WIDE_CLICK_AREA) && abs(state->buttons[i].y - y) <= 1))
				&& x >= state->buttons[i].x
				&& x < state->buttons[i].x + strLenWithoutEscapes(state->buttons[i].text)) {
				
				state->buttonFocused = i;
				if (event->eventType == MOUSE_DOWN) {
					state->buttonDepressed = i; // Keeps track of which button is down at the moment. Cleared on mouseup.
				}
				break;
			}
		}
		if (i == state->buttonCount) { // No focus this round.
			state->buttonFocused = -1;
		}
		
		if (state->buttonDepressed >= 0) {
			if (state->buttonDepressed == state->buttonFocused) {
				drawButton(&(state->buttons[state->buttonDepressed]), BUTTON_PRESSED, state->dbuf);
			}
		} else if (state->buttonFocused >= 0) {
			// If no button is depressed, then update the appearance of the button with the new focus, if any.
			drawButton(&(state->buttons[state->buttonFocused]), BUTTON_HOVER, state->dbuf);
		}
		
		// Mouseup:
		if (event->eventType == MOUSE_UP) {
			if (state->buttonDepressed == state->buttonFocused && state->buttonFocused >= 0) {
				// If a button is depressed, and the mouseup happened on that button, it has been chosen and we're done.
				buttonUsed = true;
			} else {
				// Otherwise, no button is depressed. If one was previously depressed, redraw it.
				if (state->buttonDepressed >= 0) {
					drawButton(&(state->buttons[state->buttonDepressed]), BUTTON_NORMAL, state->dbuf);
				} else if (!(x >= state->winX && x < state->winX + state->winWidth
							 && y >= state->winY && y < state->winY + state->winHeight)) {
					// Clicking outside of a button means canceling.
					if (canceled) {
						*canceled = true;
					}
				}
				
				if (state->buttonFocused >= 0) {
					// Buttons don't hover-highlight when one is depressed, so we have to fix that when the mouse is up.
					drawButton(&(state->buttons[state->buttonFocused]), BUTTON_HOVER, state->dbuf);
				}
				state->buttonDepressed = -1;
			}
		}
	}
	
	// Keystroke:
	if (event->eventType == KEYSTROKE) {
		
		// Cycle through all of the hotkeys of all of the buttons.
		for (i=0; i < state->buttonCount; i++) {
			for (k = 0; k < 10 && state->buttons[i].hotkey[k]; k++) {
				if (event->param1 == state->buttons[i].hotkey[k]) {
					// This button was chosen.
					
					if (state->buttons[i].flags & B_DRAW) {
						// Restore the depressed and focused buttons.
						if (state->buttonDepressed >= 0) {
							drawButton(&(state->buttons[state->buttonDepressed]), BUTTON_NORMAL, state->dbuf);
						}
						if (state->buttonFocused >= 0) {
							drawButton(&(state->buttons[state->buttonFocused]), BUTTON_NORMAL, state->dbuf);
						}
						
						// If the button likes to flash when keypressed:
						if (state->buttons[i].flags & B_KEYPRESS_HIGHLIGHT) {
							// Depress the chosen button.
							drawButton(&(state->buttons[i]), BUTTON_PRESSED, state->dbuf);
							
							// Update the display.
							overlayDisplayBuffer(state->rbuf, NULL);
							overlayDisplayBuffer(state->dbuf, NULL);
							
							// Wait for a little; then we're done.
							pauseBrogue(50);
						}
					}
					
					state->buttonDepressed = i;
					buttonUsed = true;
					break;
				}
			}
		}
		
		if (!buttonUsed
			&& (event->param1 == ESCAPE_KEY || event->param1 == ACKNOWLEDGE_KEY)) {
			// If the player pressed escape, we're done.
			if (canceled) {
				*canceled = true;
			}
		}
	}
	
	if (buttonUsed) {
		state->buttonChosen = state->buttonDepressed;
		return state->buttonChosen;
	} else {
		return -1;
	}
}