Exemple #1
0
/** @copydoc widgetdata::draw_func */
static void widget_draw(widgetdata *widget)
{
    SDL_Rect box;
    size_t i;

    /* Create the skill list. */
    if (!list_skills) {
        list_skills = list_create(5, 4, 8);
        list_skills->post_column_func = list_post_column;
        list_skills->row_color_func = list_row_color;
        list_skills->row_selected_func = NULL;
        list_skills->row_highlight_func = NULL;
        list_skills->surface = widget->surface;
        list_skills->row_height_adjust = INVENTORY_ICON_SIZE;
        list_set_font(list_skills, NULL);
        list_scrollbar_enable(list_skills);
        list_set_column(list_skills, 0, INVENTORY_ICON_SIZE, 0, NULL, -1);
        list_set_column(list_skills, 1, INVENTORY_ICON_SIZE, 0, NULL, -1);
        list_set_column(list_skills, 2, INVENTORY_ICON_SIZE, 0, NULL, -1);
        list_set_column(list_skills, 3, INVENTORY_ICON_SIZE, 0, NULL, -1);
        skill_list_reload();

        for (i = 0; i < BUTTON_NUM; i++) {
            button_create(&buttons[i]);
            buttons[i].texture = texture_get(TEXTURE_TYPE_CLIENT, "button_round");
            buttons[i].texture_pressed = texture_get(TEXTURE_TYPE_CLIENT, "button_round_down");
            buttons[i].texture_over = texture_get(TEXTURE_TYPE_CLIENT, "button_round_over");
        }
    }

    if (widget->redraw) {
        box.h = 0;
        box.w = widget->w;
        text_show(widget->surface, FONT_SERIF12, "Skills", 0, 3, COLOR_HGOLD, TEXT_ALIGN_CENTER, &box);
        list_set_parent(list_skills, widget->x, widget->y);
        list_show(list_skills, 10, 2);

        for (i = 0; i < BUTTON_NUM; i++) {
            buttons[i].surface = widget->surface;
            button_set_parent(&buttons[i], widget->x, widget->y);
        }

        buttons[BUTTON_CLOSE].x = widget->w - texture_surface(buttons[BUTTON_CLOSE].texture)->w - 4;
        buttons[BUTTON_CLOSE].y = 4;
        button_show(&buttons[BUTTON_CLOSE], "X");

        buttons[BUTTON_HELP].x = widget->w - texture_surface(buttons[BUTTON_HELP].texture)->w * 2 - 4;
        buttons[BUTTON_HELP].y = 4;
        button_show(&buttons[BUTTON_HELP], "?");
    }
}
Exemple #2
0
/** @copydoc widgetdata::draw_func */
static void widget_draw(widgetdata *widget)
{
    SDL_Rect box;
    size_t i;

    if (widget->redraw) {
        box.h = 0;
        box.w = widget->w;
        text_show(widget->surface, FONT_SERIF12, "Party", 0, 3, COLOR_HGOLD, TEXT_ALIGN_CENTER, &box);

        if (list_party) {
            list_party->surface = widget->surface;
            list_set_parent(list_party, widget->x, widget->y);
            list_show(list_party, 10, 23);
        }

        for (i = 0; i < BUTTON_NUM; i++) {
            buttons[i].surface = widget->surface;
            button_set_parent(&buttons[i], widget->x, widget->y);
        }

        /* Render the various buttons. */
        buttons[BUTTON_CLOSE].x = widget->w - TEXTURE_CLIENT("button_round")->w - 4;
        buttons[BUTTON_CLOSE].y = 4;
        button_show(&buttons[BUTTON_CLOSE], "X");

        buttons[BUTTON_HELP].x = widget->w - TEXTURE_CLIENT("button_round")->w * 2 - 4;
        buttons[BUTTON_HELP].y = 4;
        button_show(&buttons[BUTTON_HELP], "?");

        buttons[BUTTON_PARTIES].x = 244;
        buttons[BUTTON_PARTIES].y = 38;
        button_show(&buttons[BUTTON_PARTIES], list_contents == CMD_PARTY_LIST ? "[u]Parties[/u]" : "Parties");

        buttons[BUTTON_MEMBERS].x = buttons[BUTTON_FORM].x = 244;
        buttons[BUTTON_MEMBERS].y = buttons[BUTTON_FORM].y = 60;

        if (cpl.partyname[0] == '\0') {
            button_show(&buttons[BUTTON_FORM], "Form");
        } else {
            button_show(&buttons[BUTTON_MEMBERS], list_contents == CMD_PARTY_WHO ? "[u]Members[/u]" : "Members");
            buttons[BUTTON_LEAVE].x = buttons[BUTTON_PASSWORD].x = buttons[BUTTON_CHAT].x = 244;
            buttons[BUTTON_LEAVE].y = 82;
            buttons[BUTTON_PASSWORD].y = 104;
            buttons[BUTTON_CHAT].y = 126;
            button_show(&buttons[BUTTON_LEAVE], "Leave");
            button_show(&buttons[BUTTON_PASSWORD], "Password");
            button_show(&buttons[BUTTON_CHAT], "Chat");
        }
    }
}
Exemple #3
0
/** @copydoc widgetdata::draw_func */
static void widget_draw(widgetdata *widget)
{
    SDL_Rect box;
    char buf[HUGE_BUF];
    size_t i;

    /* The list doesn't exist yet, create it. */
    if (!list_mplayer) {
        char version[MAX_BUF];

        /* Create the list and set up settings. */
        list_mplayer = list_create(12, 1, 8);
        list_mplayer->handle_enter_func = list_handle_enter;
        list_mplayer->text_color_hook = list_text_color_hook;
        list_mplayer->surface = widget->surface;
        list_scrollbar_enable(list_mplayer);
        list_set_column(list_mplayer, 0, 130, 7, NULL, -1);
        list_set_font(list_mplayer, FONT_ARIAL10);

        /* Add default media directory songs. */
        get_data_dir_file(buf, sizeof(buf), DIRECTORY_MEDIA);
        mplayer_list_init(list_mplayer, buf, 0);

        /* Now add custom ones, but ignore duplicates. */
        snprintf(buf, sizeof(buf), "%s/.atrinik/%s/"DIRECTORY_MEDIA, get_config_dir(), package_get_version_partial(version, sizeof(version)));
        mplayer_list_init(list_mplayer, buf, 1);

        /* If we added any, sort the list alphabetically and add an entry
         * to disable background music. */
        if (list_mplayer->rows) {
            FILE *fp;

            /* Allocate the blacklist. + 1 is for the last entry added
             * further down. It is not actually used by the blacklist as
             * it's not possible to toggle it on/off using the button, but
             * it simplifies other logic checks. */
            shuffle_blacklist = ecalloc(1, sizeof(*shuffle_blacklist) * (list_mplayer->rows + 1));

            /* Sort the list. */
            list_sort(list_mplayer, LIST_SORT_ALPHA);

            /* Read the blacklist file contents. */
            fp = path_fopen(FILE_MPLAYER_BLACKLIST, "r");

            if (fp) {
                size_t row;

                while (fgets(buf, sizeof(buf) - 1, fp)) {
                    for (row = 0; row < list_mplayer->rows; row++) {
                        if (!strncmp(buf, list_mplayer->text[row][0], strlen(buf) - 1)) {
                            shuffle_blacklist[row] = 1;
                            break;
                        }
                    }
                }

                fclose(fp);
            }

            list_add(list_mplayer, list_mplayer->rows, 0, "Disable music");
        }

        scrollbar_create(&scrollbar_progress, 130, 11, &scrollbar_progress_info.scroll_offset, &scrollbar_progress_info.num_lines, 1);
        scrollbar_progress.redraw = &scrollbar_progress_info.redraw;
    }

    if (widget->redraw) {
        const char *bg_music;

        box.h = 0;
        box.w = widget->w;
        text_show(widget->surface, FONT_SERIF12, "Music Player", 0, 3, COLOR_HGOLD, TEXT_ALIGN_CENTER, &box);
        list_set_parent(list_mplayer, widget->x, widget->y);
        list_show(list_mplayer, 10, 2);
        box.w /= 2;
        text_show(widget->surface, FONT_SANS10, "Currently playing:", widget->w / 2, 22, COLOR_WHITE, TEXT_ALIGN_CENTER, &box);

        bg_music = sound_get_bg_music_basename();
        box.h = 0;
        box.w = widget->w / 2;

        /* Store the background music file name in temporary buffer and
         * make sure it won't overflow by truncating it if necessary. */
        if (bg_music) {
            strncpy(buf, bg_music, sizeof(buf) - 1);
            buf[sizeof(buf) - 1] = '\0';
            text_truncate_overflow(FONT_SANS11, buf, 150);
        }

        /* Show the music that is being played. */
        text_show(widget->surface, FONT_SANS11, bg_music ? buf : "No music", widget->w / 2 - 5, 34, COLOR_HGOLD, TEXT_ALIGN_CENTER, &box);

        scrollbar_progress.px = widget->x;
        scrollbar_progress.py = widget->y;
        scrollbar_show(&scrollbar_progress, widget->surface, 170, 50);

        box.h = 120;
        box.w -= 6 * 2;
        text_show(widget->surface, FONT_ARIAL10, "You can use the music player to play your favorite tunes from the game, or play them all one-by-one in random order (shuffle).\n\nNote that if you use the music player, in-game areas won't change your music until you click [b]Stop[/b].", widget->w / 2 + 6, 62, COLOR_WHITE, TEXT_WORD_WRAP | TEXT_MARKUP, &box);

        for (i = 0; i < BUTTON_NUM; i++) {
            buttons[i].surface = widget->surface;
            button_set_parent(&buttons[i], widget->x, widget->y);
        }

        buttons[BUTTON_PLAY].x = 10;
        buttons[BUTTON_PLAY].y = widget->h - TEXTURE_CLIENT("button")->h - 4;
        button_show(&buttons[BUTTON_PLAY], sound_map_background(-1) ? "Stop" : "Play");

        buttons[BUTTON_SHUFFLE].x = 10 + TEXTURE_CLIENT("button")->w + 5;
        buttons[BUTTON_SHUFFLE].y = widget->h - TEXTURE_CLIENT("button")->h - 4;
        buttons[BUTTON_SHUFFLE].pressed_forced = shuffle;
        button_show(&buttons[BUTTON_SHUFFLE], "Shuffle");

        buttons[BUTTON_BLACKLIST].x = 10 + TEXTURE_CLIENT("button")->w * 2 + 5 * 2;
        buttons[BUTTON_BLACKLIST].y = widget->h - TEXTURE_CLIENT("button_round")->h - 5;
        buttons[BUTTON_BLACKLIST].disabled = list_mplayer->row_selected == list_mplayer->rows;
        button_show(&buttons[BUTTON_BLACKLIST], mplayer_blacklisted(list_mplayer) ? "+" : "-");

        /* Show close button. */
        buttons[BUTTON_CLOSE].x = widget->w - TEXTURE_CLIENT("button_round")->w - 4;
        buttons[BUTTON_CLOSE].y = 4;
        button_show(&buttons[BUTTON_CLOSE], "X");

        /* Show help button. */
        buttons[BUTTON_HELP].x = widget->w - TEXTURE_CLIENT("button_round")->w * 2 - 4;
        buttons[BUTTON_HELP].y = 4;
        button_show(&buttons[BUTTON_HELP], "?");
    }
}