Example #1
0
File: menu.c Project: pegue/naev
/**
 * @brief Shows the player's active missions.
 *
 *    @param parent Unused.
 *    @param str Unused.
 */
static void info_missions_menu( unsigned int parent, char* str )
{
   (void) str;
   unsigned int wid;

   /* create the window */
   wid = window_create( "Missions", -1, -1, MISSIONS_WIDTH, MISSIONS_HEIGHT );
   window_setParent( wid, parent );

   /* buttons */
   window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "closeMissions", "Back", window_close );
   window_addButton( wid, -20, 40 + BUTTON_HEIGHT,
         BUTTON_WIDTH, BUTTON_HEIGHT, "btnAbortMission", "Abort",
         mission_menu_abort );
   
   /* text */
   window_addText( wid, 300+40, -60,
         200, 40, 0, "txtSReward",
         &gl_smallFont, &cDConsole, "Reward:" );
   window_addText( wid, 300+100, -60,
         140, 40, 0, "txtReward", &gl_smallFont, &cBlack, NULL );
   window_addText( wid, 300+40, -100,
         200, MISSIONS_HEIGHT - BUTTON_WIDTH - 120, 0,
         "txtDesc", &gl_smallFont, &cBlack, NULL );

   /* Put a map. */
   map_show( wid, 20, 20, 300, 260, 0.75 );

   /* list */
   mission_menu_genList(wid ,1);
}
Example #2
0
File: options.c Project: s0be/naev
/**
 * @brief Rebinds a key.
 */
static void opt_setKey( unsigned int wid, char *str )
{
   (void) wid;
   (void) str;
   unsigned int new_wid;
   int w, h;

   /* Reset key. */
   opt_lastKeyPress = 0;

   /* Create new window. */
   w = 20 + 2*(BUTTON_WIDTH + 20);
   h = 20 + BUTTON_HEIGHT + 20 + 20 + 80 + 40;
   new_wid = window_create( "Set Keybinding", -1, -1, w, h );
   window_handleEvents( new_wid, opt_setKeyEvent );
   window_setParent( new_wid, wid );

   /* Set text. */
   window_addText( new_wid, 20, -40, w-40, 60, 0, "txtInfo",
         &gl_smallFont, &cBlack,
         "To use a modifier key hit that key twice in a row, otherwise it "
         "will register as a modifier. To set with any modifier click the checkbox." );

   /* Create button to cancel. */
   window_addButton( new_wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnCancel", "Cancel", window_close );

   /* Button to unset. */
   window_addButton( new_wid,  20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnUnset",  "Unset", opt_unsetKey );

   /* Checkbox to set any modifier. */
   window_addCheckbox( new_wid, -20, 20 + BUTTON_HEIGHT + 20, w-40, 20,
         "chkAny", "Set any modifier", NULL, 0 );
}
Example #3
0
File: menu.c Project: pegue/naev
/**
 * @brief Opens the licenses menu.
 */
static void info_licenses_menu( unsigned int parent, char* str )
{
   (void) str;
   unsigned int wid;
   char **licenses;
   int nlicenses;
   int i;
   char **buf;

   /* Create window */
   wid = window_create( "Licenses", -1, -1, LICENSES_WIDTH, LICENSES_HEIGHT );
   window_setParent( wid, parent );

   /* List. */
   buf = player_getLicenses( &nlicenses );
   licenses = malloc(sizeof(char*)*nlicenses);
   for (i=0; i<nlicenses; i++)
      licenses[i] = strdup(buf[i]);
   window_addList( wid, 20, -40, LICENSES_WIDTH-40, LICENSES_HEIGHT-80-BUTTON_HEIGHT,
         "lstLicenses", licenses, nlicenses, 0, NULL );

   /* Buttons */
   window_addButton( wid, -20, 20,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "closeLicenses", "Close", window_close );
}
Example #4
0
File: menu.c Project: pegue/naev
/**
 * @brief Shows the player what outfits he has.
 *
 *    @param str Unused.
 */
static void info_outfits_menu( unsigned int parent, char* str )
{
   (void) str;
   char *buf;
   unsigned int wid;

   /* Create window */
   wid = window_create( "Outfits", -1, -1, OUTFITS_WIDTH, OUTFITS_HEIGHT );
   window_setParent( wid, parent );

   /* Text */
   window_addText( wid, 20, -40, 100, OUTFITS_HEIGHT-40,
         0, "txtLabel", &gl_smallFont, &cDConsole,
         "Ship Outfits:" );
   buf = pilot_getOutfits( player );
   window_addText( wid, 20, -45-gl_smallFont.h,
         OUTFITS_WIDTH-40, OUTFITS_HEIGHT-60,
         0, "txtOutfits", &gl_smallFont, &cBlack, buf );
   free(buf);

   /* Buttons */
   window_addButton( wid, -20, 20,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "closeOutfits", "Close", window_close );
   window_addButton( wid, -20-BUTTON_WIDTH-20, 20,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnLicenses", "Licenses", info_licenses_menu );
}
Example #5
0
File: menu.c Project: pegue/naev
/**
 * @brief Shows the player his cargo.
 *
 *    @param str Unused.
 */
static void info_cargo_menu( unsigned int parent, char* str )
{
   (void) str;
   unsigned int wid;
   char **buf;
   int nbuf;
   int i;

   /* Create the window */
   wid = window_create( "Cargo", -1, -1, CARGO_WIDTH, CARGO_HEIGHT );
   window_setParent( wid, parent );

   /* Buttons */
   window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "closeCargo", "Back", window_close );
   window_addButton( wid, -40 - BUTTON_WIDTH, 20,
         BUTTON_WIDTH, BUTTON_HEIGHT, "btnJettisonCargo", "Jettison",
         cargo_jettison );
   window_disableButton( wid, "btnJettisonCargo" );

   /* List */
   if (player->ncommodities==0) {
      /* No cargo */
      buf = malloc(sizeof(char*));
      buf[0] = strdup("None");
      nbuf = 1;
   }
   else {
      /* List the player's cargo */
      buf = malloc(sizeof(char*)*player->ncommodities);
      for (i=0; i<player->ncommodities; i++) {
         buf[i] = malloc(sizeof(char)*128);
         snprintf(buf[i],128, "%s%s %d",
               player->commodities[i].commodity->name,
               (player->commodities[i].id != 0) ? "*" : "",
               player->commodities[i].quantity);
      }
      nbuf = player->ncommodities;
   }
   window_addList( wid, 20, -40,
         CARGO_WIDTH - 40, CARGO_HEIGHT - BUTTON_HEIGHT - 80,
         "lstCargo", buf, nbuf, 0, cargo_update );

   cargo_update(wid, NULL);
}
Example #6
0
File: menu.c Project: zid/naev
/**
 * @brief Opens the main menu (titlescreen).
 */
void menu_main (void)
{
   int offset_logo, offset_wdw, freespace;
   unsigned int bwid, wid;
   glTexture *tex;

   /* Play load music. */
   music_choose("load");

   /* Load background and friends. */
   tex = gl_newImage( "gfx/NAEV.png", 0 );
   main_naevLogo = tex;
   nebu_prep( 300., 0. ); /* Needed for nebula to not spaz out */

   /* Calculate Logo and window offset. */
   freespace = SCREEN_H - tex->sh - MAIN_HEIGHT;
   if (freespace < 0) { /* Not enough freespace, this can get ugly. */
      offset_logo = SCREEN_W - tex->sh;
      offset_wdw  = 0;
   }
   else {
      /* We'll want a maximum seperation of 30 between logo and text. */
      if (freespace/3 > 25) {
         freespace -= 25;
         offset_logo = -25;
         offset_wdw  = -25 - tex->sh - 25;
      }
      /* Otherwise space evenly. */
      else {
         offset_logo = -freespace/3;
         offset_wdw  = freespace/3;
      }
   }

   /* create background image window */
   bwid = window_create( "BG", -1, -1, SCREEN_W, SCREEN_H );
   window_onClose( bwid, menu_main_cleanBG );
   window_addRect( bwid, 0, 0, SCREEN_W, SCREEN_H, "rctBG", &cBlack, 0 );
   window_addCust( bwid, 0, 0, SCREEN_W, SCREEN_H, "cstBG", 0,
         menu_main_nebu, NULL, &menu_main_lasttick );
   window_addImage( bwid, (SCREEN_W-tex->sw)/2., offset_logo, "imgLogo", tex, 0 );
   window_addText( bwid, 0., 10, SCREEN_W, 30., 1, "txtBG", NULL,
         &cWhite, naev_version(1) );

   /* create menu window */
   wid = window_create( "Main Menu", -1, offset_wdw,
         MAIN_WIDTH, MAIN_HEIGHT );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20)*4,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnLoad", "Load Game", menu_main_load );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20)*3,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnNew", "New Game", menu_main_new );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20)*2,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnOptions", "Options", menu_options_button );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20),
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnCredits", "Credits", menu_main_credits );
   window_addButton( wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnExit", "Exit", menu_exit );

   /* Make the background window a parent of the menu. */
   window_setParent( bwid, wid );

   /* Reset timer. */
   menu_main_lasttick = SDL_GetTicks();

   menu_Open(MENU_MAIN);
}
Example #7
0
File: menu.c Project: naev/naev
/**
 * @brief Opens the main menu (titlescreen).
 */
void menu_main (void)
{
   int offset_logo, offset_wdw, freespace;
   unsigned int bwid, wid;
   glTexture *tex;
   int h, y;

   if (menu_isOpen(MENU_MAIN)) {
      WARN( _("Menu main is already open.") );
      return;
   }

   /* Clean up GUI - must be done before using SCREEN_W or SCREEN_H. */
   gui_cleanup();
   player_soundStop(); /* Stop sound. */

   /* Play load music. */
   music_choose("load");

   /* Load background and friends. */
   tex = gl_newImage( GFX_PATH"Naev.png", 0 );
   main_naevLogo = tex;
   menu_main_bkg_system();

   /* Set dimensions */
   y  = 20 + (BUTTON_HEIGHT+20)*5;
   h  = y + 80;
   if (conf.devmode) {
      h += BUTTON_HEIGHT + 20;
      y += BUTTON_HEIGHT + 20;
   }

   /* Calculate Logo and window offset. */
   freespace = SCREEN_H - tex->sh - h;
   if (freespace < 0) { /* Not enough freespace, this can get ugly. */
      offset_logo = SCREEN_W - tex->sh;
      offset_wdw  = 0;
   }
   /* Otherwise space evenly. */
   else {
      offset_logo = -freespace/4;
      offset_wdw  = freespace/2;
   }

   /* create background image window */
   bwid = window_create( "BG", -1, -1, -1, -1 );
   window_onClose( bwid, menu_main_cleanBG );
   window_setBorder( bwid, 0 );
   window_addImage( bwid, (SCREEN_W-tex->sw)/2., offset_logo, 0, 0, "imgLogo", tex, 0 );
   window_addText( bwid, 0, 10, SCREEN_W, 30., 1, "txtBG", NULL,
         &cWhite, naev_version(1) );

   /* create menu window */
   wid = window_create( "Main Menu", -1, offset_wdw, MAIN_WIDTH, h );
   window_setCancel( wid, main_menu_promptClose );

   /* Buttons. */
   window_addButtonKey( wid, 20, y, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnLoad", _("Load Game"), menu_main_load, SDLK_l );
   y -= BUTTON_HEIGHT+20;
   window_addButtonKey( wid, 20, y, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnNew", _("New Game"), menu_main_new, SDLK_n );
   y -= BUTTON_HEIGHT+20;
   window_addButtonKey( wid, 20, y, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnTutorial", _("Tutorial"), menu_main_tutorial, SDLK_t );
   y -= BUTTON_HEIGHT+20;
   if (conf.devmode) {
      window_addButtonKey( wid, 20, y, BUTTON_WIDTH, BUTTON_HEIGHT,
            "btnEditor", _("Editors"), menu_editors_open, SDLK_e );
      y -= BUTTON_HEIGHT+20;
   }
   window_addButtonKey( wid, 20, y, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnOptions", _("Options"), menu_options_button, SDLK_o );
   y -= BUTTON_HEIGHT+20;
   window_addButtonKey( wid, 20, y, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnCredits", _("Credits"), menu_main_credits, SDLK_c );
   y -= BUTTON_HEIGHT+20;
   window_addButtonKey( wid, 20, y, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnExit", _("Exit"), menu_exit, SDLK_x );

   /* Disable load button if there are no saves. */
   if (!save_hasSave())
      window_disableButton( wid, "btnLoad" );

   /* Make the background window a child of the menu. */
   window_setParent( bwid, wid );

   unpause_game();
   menu_Open(MENU_MAIN);
}