/** * @brief Opens the console. */ void cli_open (void) { unsigned int wid; /* Lazy loading. */ if (cli_state == NULL) if (cli_init()) return; /* Must not be already open. */ if (window_exists( "Lua Console" )) return; /* Create the window. */ wid = window_create( "Lua Console", -1, -1, cli_width, cli_height ); /* Window settings. */ window_setAccept( wid, cli_input ); window_setCancel( wid, window_close ); window_handleKeys( wid, cli_keyhandler ); /* Input box. */ window_addInput( wid, 20, 20, cli_width-60-BUTTON_WIDTH, BUTTON_HEIGHT, "inpInput", LINE_LENGTH, 1 ); /* Buttons. */ window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT, "btnClose", "Close", window_close ); /* Custom console widget. */ window_addCust( wid, 20, -40, cli_width-40, cli_height-80-BUTTON_HEIGHT, "cstConsole", 0, cli_render, NULL ); }
/** * @brief Opens the load game menu. */ void load_loadGameMenu (void) { unsigned int wid; char **names, buf[PATH_MAX]; nsave_t *nslist, *ns; int i, n, len; /* window */ wid = window_create( "Load Game", -1, -1, LOAD_WIDTH, LOAD_HEIGHT ); window_setAccept( wid, load_menu_load ); window_setCancel( wid, load_menu_close ); /* Load loads. */ load_refresh(); /* load the saves */ nslist = load_getList( &n ); if (n > 0) { names = malloc( sizeof(char*)*n ); for (i=0; i<n; i++) { ns = &nslist[i]; len = strlen(ns->path); if (strcmp(&ns->path[len-10],".ns.backup")==0) { nsnprintf( buf, sizeof(buf), "%s \er(Backup)\e0", ns->name ); names[i] = strdup(buf); } else
/** * @brief Creates a dialogue that allows the player to write a message. * * You must free the result if it's not null. * * @param title Title of the dialogue window. * @param min Minimum length of the message (must be non-zero). * @param max Maximum length of the message (must be non-zero). * @param msg Message to be displayed. * @return The message the player typed or NULL if it was cancelled. */ char* dialogue_inputRaw( const char* title, int min, int max, const char *msg ) { char *input; int h, done; /* get text height */ h = gl_printHeightRaw( &gl_smallFont, 200, msg ); /* create window */ input_dialogue.input_wid = window_create( title, -1, -1, 240, h+140 ); window_setData( input_dialogue.input_wid, &done ); window_setAccept( input_dialogue.input_wid, dialogue_inputClose ); window_setCancel( input_dialogue.input_wid, dialogue_cancel ); /* text */ window_addText( input_dialogue.input_wid, 30, -30, 200, h, 0, "txtInput", &gl_smallFont, &cDConsole, msg ); /* input */ window_addInput( input_dialogue.input_wid, 20, -50-h, 200, 20, "inpInput", max, 1, NULL ); window_setInputFilter( input_dialogue.input_wid, "inpInput", "/" ); /* Remove illegal stuff. */ /* button */ window_addButton( input_dialogue.input_wid, -20, 20, 80, 30, "btnClose", "Done", dialogue_inputClose ); /* tricky secondary loop */ dialogue_open++; done = 0; input = NULL; while ((done >= 0) && (!input || ((int)strlen(input) < min))) { /* must be longer than min */ if (input) { dialogue_alert( "Input must be at least %d character%s long!", min, (min==1) ? "s" : "" ); free(input); input = NULL; } if (toolkit_loop( &done ) != 0) /* error in loop -> quit */ return NULL; /* save the input */ if (done < 0) input = NULL; else input = strdup( window_getInput( input_dialogue.input_wid, "inpInput" ) ); } /* cleanup */ if (input != NULL) { window_destroy( input_dialogue.input_wid ); dialogue_open--; } input_dialogue.input_wid = 0; /* return the result */ return input; }
/** * @brief Opens the console. */ void cli_open (void) { unsigned int wid; /* Lazy loading. */ if (cli_state == NULL) if (cli_init()) return; /* Make sure main menu isn't open. */ if (menu_isOpen(MENU_MAIN)) return; /* Must not be already open. */ if (window_exists( "Lua Console" )) return; /* Put a friendly message at first. */ if (cli_firstOpen) { char buf[256]; cli_addMessage( "" ); cli_addMessage( "\egWelcome to the Lua console!" ); nsnprintf( buf, sizeof(buf), "\eg "APPNAME" v%s", naev_version(0) ); cli_addMessage( buf ); cli_addMessage( "" ); cli_firstOpen = 0; } /* Create the window. */ wid = window_create( "Lua Console", -1, -1, CLI_WIDTH, CLI_HEIGHT ); /* Window settings. */ window_setAccept( wid, cli_input ); window_setCancel( wid, window_close ); window_handleKeys( wid, cli_keyhandler ); /* Input box. */ window_addInput( wid, 20, 20, CLI_WIDTH-60-BUTTON_WIDTH, BUTTON_HEIGHT, "inpInput", LINE_LENGTH, 1, cli_font ); /* Buttons. */ window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT, "btnClose", "Close", window_close ); /* Custom console widget. */ window_addCust( wid, 20, -40, CLI_WIDTH-40, CLI_HEIGHT-80-BUTTON_HEIGHT, "cstConsole", 0, cli_render, NULL, NULL ); /* Cache current height in case the window is resized. */ cli_height = CLI_HEIGHT; }
/** * @brief Allows the player to set a different GUI. * * @param wid Window id. * @param name of widget. */ static void info_setGui( unsigned int wid, char* str ) { (void)str; int i; char **guis; int nguis; char **gui_copy; /* Get the available GUIs. */ guis = player_guiList( &nguis ); /* In case there are none. */ if (guis == NULL) { WARN("No GUI available."); dialogue_alert( "There are no GUI available, this means something went wrong somewhere. Inform the Naev maintainer." ); return; } /* window */ wid = window_create( "Select GUI", -1, -1, SETGUI_WIDTH, SETGUI_HEIGHT ); window_setCancel( wid, setgui_close ); /* Copy GUI. */ gui_copy = malloc( sizeof(char*) * nguis ); for (i=0; i<nguis; i++) gui_copy[i] = strdup( guis[i] ); /* List */ window_addList( wid, 20, -50, SETGUI_WIDTH-BUTTON_WIDTH/2 - 60, SETGUI_HEIGHT-110, "lstGUI", gui_copy, nguis, 0, NULL ); toolkit_setList( wid, "lstGUI", gui_pick() ); /* buttons */ window_addButton( wid, -20, 20, BUTTON_WIDTH/2, BUTTON_HEIGHT, "btnBack", "Cancel", setgui_close ); window_addButton( wid, -20, 30 + BUTTON_HEIGHT, BUTTON_WIDTH/2, BUTTON_HEIGHT, "btnLoad", "Load", setgui_load ); /* Checkboxes */ window_addCheckbox( wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT, "chkOverride", "Override GUI", info_toggleGuiOverride, player.guiOverride ); info_toggleGuiOverride( wid, "chkOverride" ); /* default action */ window_setAccept( wid, setgui_load ); }
/** * @brief Opens the spaceport bar window. */ static void bar_open( unsigned int wid ) { int w, h, iw, ih, bw, bh, dh, th; /* Mark as generated. */ land_tabGenerate(LAND_WINDOW_BAR); /* Set window functions. */ window_onClose( wid, bar_close ); /* Get dimensions. */ bar_getDim( wid, &w, &h, &iw, &ih, &bw, &bh ); dh = gl_printHeightRaw( &gl_smallFont, w - iw - 60, land_planet->bar_description ); /* Approach when pressing enter */ window_setAccept( wid, bar_approach ); /* Buttons */ window_addButtonKey( wid, -20, 20, bw, bh, "btnCloseBar", "Take Off", land_buttonTakeoff, SDLK_t ); window_addButtonKey( wid, -20 - bw - 20, 20, bw, bh, "btnApproach", "Approach", bar_approach, SDLK_a ); /* Bar description. */ window_addText( wid, iw + 40, -40, w - iw - 60, dh, 0, "txtDescription", &gl_smallFont, &cBlack, land_planet->bar_description ); /* Add portrait text. */ th = -40 - dh - 40; window_addText( wid, iw + 40, th, w - iw - 60, gl_defFont.h, 1, "txtPortrait", &gl_defFont, &cDConsole, NULL ); /* Add mission description text. */ th -= 20 + PORTRAIT_HEIGHT + 20 + 20; window_addText( wid, iw + 60, th, w - iw - 100, h + th - (2*bh+60), 0, "txtMission", &gl_smallFont, &cBlack, NULL ); /* Generate the mission list. */ bar_genList( wid ); /* Set default keyboard focuse to the list */ window_setFocus( wid , "iarMissions" ); }
/** * @brief Opens the load game menu. */ void load_game_menu (void) { unsigned int wid; char **files; int nfiles, i, len; /* window */ wid = window_create( "Load Game", -1, -1, LOAD_WIDTH, LOAD_HEIGHT ); window_setCancel( wid, load_menu_close ); /* load the saves */ files = nfile_readDir( &nfiles, "%ssaves", nfile_basePath() ); for (i=0; i<nfiles; i++) { len = strlen(files[i]); /* no save extension */ if ((len < 5) || strcmp(&files[i][len-3],".ns")) { free(files[i]); memmove( &files[i], &files[i+1], sizeof(char*) * (nfiles-i-1) ); nfiles--; i--; } else /* remove the extension */ files[i][len-3] = '\0'; } /* case there are no files */ if (files == NULL) { files = malloc(sizeof(char*)); files[0] = strdup("None"); nfiles = 1; } window_addList( wid, 20, -50, LOAD_WIDTH-BUTTON_WIDTH-50, LOAD_HEIGHT-110, "lstSaves", files, nfiles, 0, NULL ); /* buttons */ window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT, "btnBack", "Back", load_menu_close ); window_addButton( wid, -20, 30 + BUTTON_HEIGHT, BUTTON_WIDTH, BUTTON_HEIGHT, "btnLoad", "Load", load_menu_load ); window_addButton( wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT, "btnDelete", "Del", load_menu_delete ); /* default action */ window_setAccept( wid, load_menu_load ); }
/** * @brief Creates a list dialogue with OK and Cancel buttons, with a fixed message, * as well as a small extra area for the list to react to item selected events. * * @param title Title of the dialogue. * @param items Items in the list (should be all malloced, automatically freed). * @param nitems Number of items. * @param extrawidth Width of area to add for select_call callback. * @param minheight Minimum height for the window. * @param add_widgets This function is called with the new window as an argument * allowing for initial population of the extra area. * @param select_call (optional) This function is called when a new item in the list * is selected, receiving the window's id and the selected widgets name as * arguments. * @param msg string with text to display. */ int dialogue_listPanelRaw( const char* title, char **items, int nitems, int extrawidth, int minheight, void (*add_widgets) (unsigned int wid, int x, int y, int w, int h), void (*select_call) (unsigned int wid, char* wgtname, int x, int y, int w, int h), const char *msg ) { int i; int w, h, winw, winh; glFont* font; unsigned int wid; int list_width, list_height; int text_height, text_width; int done; if (input_dialogue.input_wid) return -1; font = dialogue_getSize( title, msg, &text_width, &text_height ); /* Calculate size stuff. */ list_width = 0; list_height = 0; for (i=0; i<nitems; i++) { list_width = MAX( list_width, gl_printWidthRaw( &gl_defFont, items[i] ) ); list_height += gl_defFont.h + 5; } list_height += 100; if (list_height > 500) h = (list_height*8)/10; else h = MAX( 300, list_height ); h = MIN( (SCREEN_H*2)/3, h ); w = MAX( list_width + 60, 200 ); winw = w + extrawidth; winh = MAX( h, minheight ); h = winh; /* Create the window. */ wid = window_create( title, -1, -1, winw, winh ); window_setData( wid, &done ); window_addText( wid, 20, -40, w-40, text_height, 0, "txtMsg", font, &cDConsole, msg ); window_setAccept( wid, dialogue_listClose ); window_setCancel( wid, dialogue_listCancel ); if(add_widgets) add_widgets(wid, w, 0, winw, winh); if(select_call) { input_dialogue.x = w; input_dialogue.y = 0; input_dialogue.w = winw; input_dialogue.h = winh; input_dialogue.item_select_cb = select_call; } /* Create the list. */ window_addList( wid, 20, -40-text_height-20, w-40, h - (40+text_height+20) - (20+30+20), "lstDialogue", items, nitems, 0, select_call_wrapper ); /* Create the buttons. */ window_addButton( wid, -20, 20, 60, 30, "btnOK", "OK", dialogue_listClose ); window_addButton( wid, -20-60-20, 20, 60, 30, "btnCancel", "Cancel", dialogue_listCancel ); dialogue_open++; toolkit_loop( &done ); /* cleanup */ input_dialogue.x = 0; input_dialogue.y = 0; input_dialogue.w = 0; input_dialogue.h = 0; input_dialogue.item_select_cb = NULL; return dialogue_listSelected; }
/** * @brief Opens the outfit exchange center window. */ void outfits_open( unsigned int wid ) { int i; Outfit **outfits; char **soutfits; glTexture **toutfits; int noutfits; int w, h; int iw, ih; int bw, bh; glColour *bg, blend; const glColour *c; char **slottype; const char *slotname; /* Get dimensions. */ outfits_getSize( wid, &w, &h, &iw, &ih, &bw, &bh ); /* will allow buying from keyboard */ window_setAccept( wid, outfits_buy ); /* buttons */ window_addButton( wid, -20, 20, bw, bh, "btnCloseOutfits", "Takeoff", land_buttonTakeoff ); window_addButton( wid, -40-bw, 20, bw, bh, "btnSellOutfit", "Sell", outfits_sell ); window_addButton( wid, -60-bw*2, 20, bw, bh, "btnBuyOutfit", "Buy", outfits_buy ); /* fancy 128x128 image */ window_addRect( wid, 19 + iw + 20, -50, 128, 129, "rctImage", &cBlack, 0 ); window_addImage( wid, 20 + iw + 20, -50-128, 0, 0, "imgOutfit", NULL, 1 ); /* cust draws the modifier */ window_addCust( wid, -40-bw, 60+2*bh, bw, bh, "cstMod", 0, outfits_renderMod, NULL, NULL ); /* the descriptive text */ window_addText( wid, 20 + iw + 20 + 128 + 20, -60, 320, 160, 0, "txtOutfitName", &gl_defFont, &cBlack, NULL ); window_addText( wid, 20 + iw + 20 + 128 + 20, -60 - gl_defFont.h - 20, 320, 160, 0, "txtDescShort", &gl_smallFont, &cBlack, NULL ); window_addText( wid, 20 + iw + 20, -60-128-10, 60, 160, 0, "txtSDesc", &gl_smallFont, &cDConsole, "Owned:\n" "\n" "Slot:\n" "Size:\n" "Mass:\n" "\n" "Price:\n" "Money:\n" "License:\n" ); window_addText( wid, 20 + iw + 20 + 60, -60-128-10, 250, 160, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL ); window_addText( wid, 20 + iw + 20, -60-128-10-160, w-(iw+80), 180, 0, "txtDescription", &gl_smallFont, NULL, NULL ); /* set up the outfits to buy/sell */ outfits = tech_getOutfit( land_planet->tech, &noutfits ); if (noutfits <= 0) { /* No outfits */ soutfits = malloc(sizeof(char*)); soutfits[0] = strdup("None"); toutfits = malloc(sizeof(glTexture*)); toutfits[0] = NULL; noutfits = 1; bg = NULL; slottype = NULL; } else { /* Create the outfit arrays. */ soutfits = malloc(sizeof(char*)*noutfits); toutfits = malloc(sizeof(glTexture*)*noutfits); bg = malloc(sizeof(glColour)*noutfits); slottype = malloc(sizeof(char*)*noutfits ); for (i=0; i<noutfits; i++) { soutfits[i] = strdup(outfits[i]->name); toutfits[i] = outfits[i]->gfx_store; /* Background colour. */ c = outfit_slotSizeColour( &outfits[i]->slot ); if (c == NULL) c = &cBlack; col_blend( &blend, c, &cGrey70, 0.4 ); memcpy( &bg[i], &blend, sizeof(glColour) ); /* Get slot name. */ slotname = outfit_slotName(outfits[i]); if ((strcmp(slotname,"NA") != 0) && (strcmp(slotname,"NULL") != 0)) { slottype[i] = malloc( 2 ); slottype[i][0] = outfit_slotName(outfits[i])[0]; slottype[i][1] = '\0'; } else slottype[i] = NULL; } free(outfits); } window_addImageArray( wid, 20, 20, iw, ih, "iarOutfits", 64, 64, toutfits, soutfits, noutfits, outfits_update, outfits_rmouse ); /* write the outfits stuff */ outfits_update( wid, NULL ); outfits_updateQuantities( wid ); toolkit_setImageArraySlotType( wid, "iarOutfits", slottype ); toolkit_setImageArrayBackground( wid, "iarOutfits", bg ); }