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gui.c
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gui.c
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/* gui.c
DAMP gui code
By Matt Craven
(c)1999/2000 Hedgehog Software
*/
/*========= i n c l u d e s =======================================*/
#include <stdio.h>
#include <allegro.h>
/*========= d a m p i n c l u d e s =============================*/
#include "damp.h"
#include "playlist.h"
#include "beautify.h"
#include "gui.h"
#include "graphics.h"
/*========= g l o b a l v a r i a b l e s =======================*/
float gui_version = 1.01;
int GUI_SCREEN_W=1024;
int GUI_SCREEN_H=768;
/* mouse pointer 11x19 - 0 = trans, 1 =black, 2 = white */
char gui_mouse_data[]={ 1,0,0,0,0,0,0,0,0,0,0,
1,1,0,0,0,0,0,0,0,0,0,
1,2,1,0,0,0,0,0,0,0,0,
1,2,2,1,0,0,0,0,0,0,0,
1,2,2,2,1,0,0,0,0,0,0,
1,2,2,2,2,1,0,0,0,0,0,
1,2,2,2,2,2,1,0,0,0,0,
1,2,2,2,2,2,2,1,0,0,0,
1,2,2,2,2,2,2,2,1,0,0,
1,2,2,2,2,2,2,2,2,1,0,
1,2,2,2,2,2,1,1,1,1,1,
1,2,2,1,2,2,1,0,0,0,0,
1,2,1,0,1,2,2,1,0,0,0,
1,1,0,0,1,2,2,1,0,0,0,
1,0,0,0,0,1,2,2,1,0,0,
0,0,0,0,0,1,2,2,1,0,0,
0,0,0,0,0,0,1,2,2,1,0,
0,0,0,0,0,0,1,2,2,1,0,
0,0,0,0,0,0,0,1,1,0,0 };
/*===================================================================
gui_init()
This function initialises the GUI system, setting the appropriate
graphics mode.
===================================================================*/
void gui_init(void)
{
int x,y,n; /* Loop counters */
char ini_colours[256]; /* For reading in colour values from the ini */
char **ini_colvals; /* The array of ini colour values */
int argc; /* The number of ini colour values */
/* We need the mouse, so we'll init that */
install_mouse();
/* Read the desired width & height from the ini file */
GUI_SCREEN_W = get_config_int("[gui]","width",640);
GUI_SCREEN_H = get_config_int("[gui]","height",480);
/* Set the graphics mode */
set_gfx_mode(GFX_AUTODETECT,GUI_SCREEN_W,GUI_SCREEN_H,0,0);
clear(screen);
/* Create the back-buffer */
gui_buffer = create_bitmap(GUI_SCREEN_W, GUI_SCREEN_H);
/* Create the mouse pointer bitmap */
gui_mouse = create_bitmap(11,19);
/* Read in the colours from the ini file */
damp_gfx_palette[GUI_COLOUR_BACKGROUND].r = damp_gfx_palette[GUI_COLOUR_BACKGROUND].g = damp_gfx_palette[GUI_COLOUR_BACKGROUND].b = 32;
damp_gfx_palette[GUI_COLOUR_SHADOW].r = damp_gfx_palette[GUI_COLOUR_SHADOW].g = damp_gfx_palette[GUI_COLOUR_SHADOW].b = 0;
damp_gfx_palette[GUI_COLOUR_HIGHLIGHT].r = damp_gfx_palette[GUI_COLOUR_HIGHLIGHT].g = damp_gfx_palette[GUI_COLOUR_HIGHLIGHT].b = 63;
damp_gfx_palette[GUI_COLOUR_WINDOW].r = 63; damp_gfx_palette[GUI_COLOUR_WINDOW].g = damp_gfx_palette[GUI_COLOUR_WINDOW].b = 0;
sprintf(ini_colours,get_config_string("[gui]","colours","gui_c_default"));
ini_colvals = get_config_argv(ini_colours,"background",&argc);
damp_gfx_palette[GUI_COLOUR_BACKGROUND].r = atoi(ini_colvals[0]) / 4;
damp_gfx_palette[GUI_COLOUR_BACKGROUND].g = atoi(ini_colvals[1]) / 4;
damp_gfx_palette[GUI_COLOUR_BACKGROUND].b = atoi(ini_colvals[2]) / 4;
ini_colvals = get_config_argv(ini_colours,"titlebar",&argc);
damp_gfx_palette[GUI_COLOUR_WINDOW].r = atoi(ini_colvals[0]) / 4;
damp_gfx_palette[GUI_COLOUR_WINDOW].g = atoi(ini_colvals[1]) / 4;
damp_gfx_palette[GUI_COLOUR_WINDOW].b = atoi(ini_colvals[2]) / 4;
ini_colvals = get_config_argv(ini_colours,"highlight",&argc);
damp_gfx_palette[GUI_COLOUR_HIGHLIGHT].r = atoi(ini_colvals[0]) / 4;
damp_gfx_palette[GUI_COLOUR_HIGHLIGHT].g = atoi(ini_colvals[1]) / 4;
damp_gfx_palette[GUI_COLOUR_HIGHLIGHT].b = atoi(ini_colvals[2]) / 4;
ini_colvals = get_config_argv(ini_colours,"shadow",&argc);
damp_gfx_palette[GUI_COLOUR_SHADOW].r = atoi(ini_colvals[0]) / 4;
damp_gfx_palette[GUI_COLOUR_SHADOW].g = atoi(ini_colvals[1]) / 4;
damp_gfx_palette[GUI_COLOUR_SHADOW].b = atoi(ini_colvals[2]) / 4;
set_palette(damp_gfx_palette);
/* Initialise the variables */
gui_num_windows = 0;
gui_window_dragging = -1;
gui_titlebar_height = text_height(font)+4;
gui_border_size = 4;
/* Initialise the mouse pointer */
clear(gui_mouse);
n=0;
for(y=0;y<19;y++)
for(x=0;x<11;x++)
{
if(gui_mouse_data[n] == 0)
putpixel(gui_mouse,x,y,0);
else if(gui_mouse_data[n] == 1)
putpixel(gui_mouse,x,y,GUI_COLOUR_SHADOW);
else
putpixel(gui_mouse,x,y,GUI_COLOUR_HIGHLIGHT);
n++;
}
}
/*===================================================================
gui_render_window()
This function renders the given window.
=================================================================*/
void gui_render_window(int n)
{
int lb, b, x, y, w, h, li; /* Temp variables and loop counters */
/* Only render the window if its content has changed */
if(gui_window[n].content_changed)
{
/* reset the content_changed flag */
gui_window[n].content_changed = FALSE;
/* Render the window to its bitmap */
clear_to_color(gui_window[n].bmp,GUI_COLOUR_BACKGROUND);
/* If the window has a background picture, copy it in */
if(gui_window[n].picture != NULL)
{
blit(gui_window[n].picture,gui_window[n].bmp,0,0,gui_border_size,gui_border_size+gui_titlebar_height,gui_window[n].picture->w,gui_window[n].picture->h);
}
/* draw border */
rect(gui_window[n].bmp, 0,0, gui_window[n].bmp->w-1, gui_window[n].bmp->h-1, GUI_COLOUR_SHADOW);
rect(gui_window[n].bmp, 1,1, gui_window[n].bmp->w-2, gui_window[n].bmp->h-2, GUI_COLOUR_SHADOW);
line(gui_window[n].bmp, 1,1, gui_window[n].bmp->w-2, 1, GUI_COLOUR_HIGHLIGHT);
line(gui_window[n].bmp, 1,1, 1, gui_window[n].bmp->h-2, GUI_COLOUR_HIGHLIGHT);
rect(gui_window[n].bmp, 2,2, gui_window[n].bmp->w-3, gui_window[n].bmp->h-3, GUI_COLOUR_WINDOW);
rect(gui_window[n].bmp, 3,3, gui_window[n].bmp->w-4, gui_window[n].bmp->h-4, GUI_COLOUR_SHADOW);
line(gui_window[n].bmp, gui_window[n].bmp->w-4, 3, gui_window[n].bmp->w-4,gui_window[n].bmp->h-4, GUI_COLOUR_HIGHLIGHT);
line(gui_window[n].bmp, gui_window[n].bmp->w-4, gui_window[n].bmp->h-4,3,gui_window[n].bmp->h-4,GUI_COLOUR_HIGHLIGHT);
/* draw titlebar */
rectfill(gui_window[n].bmp, 4,4, gui_window[n].bmp->w-5, gui_titlebar_height+4, GUI_COLOUR_WINDOW);
line(gui_window[n].bmp, 4,gui_titlebar_height+3, gui_window[n].bmp->w-5, gui_titlebar_height+3, GUI_COLOUR_HIGHLIGHT);
line(gui_window[n].bmp, 4,gui_titlebar_height+4, gui_window[n].bmp->w-5, gui_titlebar_height+4, GUI_COLOUR_SHADOW);
text_mode(-1);
textprintf(gui_window[n].bmp, font, 7, 7, GUI_COLOUR_SHADOW, "%s", gui_window[n].title);
textprintf(gui_window[n].bmp, font, 6, 6, GUI_COLOUR_HIGHLIGHT, "%s", gui_window[n].title);
/* Draw labels */
for(lb=0;lb<gui_window[n].num_labels;lb++)
{
rectfill(gui_window[n].bmp, gui_window[n].label[lb].x+gui_border_size, gui_window[n].label[lb].y+gui_titlebar_height+gui_border_size,
gui_window[n].label[lb].x+gui_window[n].label[lb].width+gui_border_size, gui_window[n].label[lb].y+gui_window[n].label[lb].height+gui_titlebar_height+gui_border_size, GUI_COLOUR_BACKGROUND);
if(gui_window[n].label[lb].textbox)
{
rectfill(gui_window[n].bmp, gui_window[n].label[lb].x+gui_border_size, gui_window[n].label[lb].y+gui_titlebar_height+gui_border_size,
gui_window[n].label[lb].x+gui_window[n].label[lb].width+gui_border_size, gui_window[n].label[lb].y+gui_window[n].label[lb].height+gui_titlebar_height+gui_border_size, GUI_COLOUR_HIGHLIGHT);
rect(gui_window[n].bmp, gui_window[n].label[lb].x+gui_border_size, gui_window[n].label[lb].y+gui_titlebar_height+gui_border_size,
gui_window[n].label[lb].x+gui_window[n].label[lb].width+gui_border_size, gui_window[n].label[lb].y+gui_window[n].label[lb].height+gui_titlebar_height+gui_border_size, GUI_COLOUR_SHADOW);
}
textprintf(gui_window[n].bmp, font,
gui_window[n].label[lb].x+gui_border_size+2, gui_window[n].label[lb].y+gui_titlebar_height+gui_border_size+2,
GUI_COLOUR_SHADOW, "%s", gui_window[n].label[lb].caption);
}
/* Draw buttons */
for(b=0;b<gui_window[n].num_buttons;b++)
{
rectfill(gui_window[n].bmp, gui_window[n].button[b].x+gui_border_size, gui_window[n].button[b].y+gui_titlebar_height+gui_border_size,
gui_window[n].button[b].x+gui_window[n].button[b].width+gui_border_size, gui_window[n].button[b].y+gui_window[n].button[b].height+gui_titlebar_height+gui_border_size, GUI_COLOUR_BACKGROUND);
rect(gui_window[n].bmp, gui_window[n].button[b].x+gui_border_size, gui_window[n].button[b].y+gui_titlebar_height+gui_border_size,
gui_window[n].button[b].x+gui_window[n].button[b].width+gui_border_size, gui_window[n].button[b].y+gui_window[n].button[b].height+gui_titlebar_height+gui_border_size, GUI_COLOUR_SHADOW);
rect(gui_window[n].bmp, gui_window[n].button[b].x+gui_border_size+1, gui_window[n].button[b].y+gui_titlebar_height+gui_border_size+1,
gui_window[n].button[b].x+gui_window[n].button[b].width+gui_border_size-1, gui_window[n].button[b].y+gui_window[n].button[b].height+gui_titlebar_height+gui_border_size-1, gui_window[n].button[b].pressed ? GUI_COLOUR_HIGHLIGHT : GUI_COLOUR_SHADOW);
line(gui_window[n].bmp, gui_window[n].button[b].x+gui_border_size+1, gui_window[n].button[b].y+gui_titlebar_height+gui_border_size+1,
gui_window[n].button[b].x+gui_border_size+1, gui_window[n].button[b].y+gui_titlebar_height+gui_border_size+gui_window[n].button[b].height-1, gui_window[n].button[b].pressed ? GUI_COLOUR_SHADOW : GUI_COLOUR_HIGHLIGHT);
line(gui_window[n].bmp, gui_window[n].button[b].x+gui_border_size+1, gui_window[n].button[b].y+gui_titlebar_height+gui_border_size+1,
gui_window[n].button[b].x+gui_border_size+1+gui_window[n].button[b].width-2, gui_window[n].button[b].y+gui_titlebar_height+gui_border_size+1, gui_window[n].button[b].pressed ? GUI_COLOUR_SHADOW : GUI_COLOUR_HIGHLIGHT);
w = text_length(font, gui_window[n].button[n].caption);
h = text_height(font);
x = gui_window[n].button[b].x + (gui_window[n].button[b].width/2);
y = gui_window[n].button[b].y + (gui_window[n].button[b].height/2);
textprintf(gui_window[n].bmp, font, (x-(w/2))+gui_border_size, (y-(h/2))+gui_titlebar_height+gui_border_size, GUI_COLOUR_SHADOW, gui_window[n].button[b].caption);
}
/* draw lists */
for(b=0;b<gui_window[n].num_lists;b++)
{
/* list */
rectfill(gui_window[n].bmp, gui_window[n].list[b].x+gui_border_size, gui_window[n].list[b].y+gui_titlebar_height+gui_border_size,
gui_window[n].list[b].x+gui_window[n].list[b].width-10+gui_border_size, gui_window[n].list[b].y+gui_window[n].list[b].height+gui_titlebar_height+gui_border_size, GUI_COLOUR_HIGHLIGHT);
rect(gui_window[n].bmp, gui_window[n].list[b].x+gui_border_size, gui_window[n].list[b].y+gui_titlebar_height+gui_border_size,
gui_window[n].list[b].x+gui_window[n].list[b].width-10+gui_border_size, gui_window[n].list[b].y+gui_window[n].list[b].height+gui_titlebar_height+gui_border_size, GUI_COLOUR_SHADOW);
/* slider background */
rectfill(gui_window[n].bmp, gui_window[n].list[b].x+gui_window[n].list[b].width-10+gui_border_size, gui_window[n].list[b].y+10+gui_titlebar_height+gui_border_size,
gui_window[n].list[b].x+gui_window[n].list[b].width+gui_border_size, gui_window[n].list[b].y+gui_window[n].list[b].height-10+gui_titlebar_height+gui_border_size, GUI_COLOUR_SHADOW);
/* slider */
if(gui_window[n].list[b].num_items == 0)
{
rectfill(gui_window[n].bmp, gui_window[n].list[b].x+1+gui_window[n].list[b].width-10+gui_border_size, gui_window[n].list[b].y+1+10+gui_titlebar_height+gui_border_size,
gui_window[n].list[b].x-1+gui_window[n].list[b].width+gui_border_size, gui_window[n].list[b].y+gui_window[n].list[b].height-1-10+gui_titlebar_height+gui_border_size, GUI_COLOUR_HIGHLIGHT);
}else
{
y = (gui_window[n].list[b].height-20) * ((float)((float)gui_window[n].list[b].index / (float)gui_window[n].list[b].num_items));
if(y > gui_window[n].list[b].height - 31)
y = gui_window[n].list[b].height - 31;
rectfill(gui_window[n].bmp, gui_window[n].list[b].x+1+gui_window[n].list[b].width-10+gui_border_size, gui_window[n].list[b].y+1+10+y+gui_titlebar_height+gui_border_size,
gui_window[n].list[b].x-1+gui_window[n].list[b].width+gui_border_size, gui_window[n].list[b].y+1+10+y+10+gui_titlebar_height+gui_border_size, GUI_COLOUR_HIGHLIGHT);
}
/* list text */
h = gui_window[n].list[b].index + (gui_window[n].list[b].height/10);
if(h > gui_window[n].list[b].num_items)
h = gui_window[n].list[b].num_items;
x = 0;
for(li = gui_window[n].list[b].index; li < h; li++)
{
w = text_length(font, gui_window[n].list[b].item[li]);
y = gui_window[n].list[b].y + 2 + (x*10);
if(w > gui_window[n].list[b].width - 12)
gui_window[n].list[b].item[li][(gui_window[n].list[b].width/9)+2] = 0;
textprintf(gui_window[n].bmp, font, gui_window[n].list[b].x + 2+gui_border_size, y+gui_titlebar_height+gui_border_size, GUI_COLOUR_SHADOW, gui_window[n].list[b].item[li]);
x++;
}
}
}
/* Copy the window to the gui back-buffer */
blit(gui_window[n].bmp, gui_buffer, 0,0, gui_window[n].x, gui_window[n].y, gui_window[n].bmp->w, gui_window[n].bmp->h);
}
/*===================================================================
gui_render()
This function renders the GUI and displays it on the screen.
=================================================================*/
void gui_render(void)
{
int n; /* Loop counter */
/* Clear the back-buffer */
clear_to_color(gui_buffer,GUI_COLOUR_BACKGROUND);
/* render the windows */
for(n=0; n<gui_num_windows; n++)
{
if(gui_window[n].visible) gui_render_window(n);
}
/* If the topmost window is visible, render it again (to make it topmost!) */
if(gui_window[gui_window_topmost].visible)
gui_render_window(gui_window_topmost);
/* Display the mouse pointer */
draw_sprite(gui_buffer, gui_mouse, mouse_x, mouse_y);
/* Copy the GUI onto the screen */
blit(gui_buffer, screen,0,0,0,0,gui_buffer->w,gui_buffer->h);
}
/*===================================================================
gui_handler()
This should be called every frame, as it traps mouse action, deals
with window dragging etc.
=================================================================*/
void gui_handler(void)
{
int n,mx,my,b,rx,ry; /* temp and loop variables */
static int can_press_mouse = TRUE; /* Remeber mouse state */
/* Get the mouse position */
mx = mouse_x;
my = mouse_y;
/* If the mouse button is pressed, we'd better do something... */
if(mouse_b & 1)
{
/* Check for window drag */
if(gui_window_dragging >= 0)
{
gui_window[gui_window_dragging].x = mx - gui_window_drag_x;
gui_window[gui_window_dragging].y = my - gui_window_drag_y;
} else
{
for(n=0;n<gui_num_windows;n++)
{
if(gui_window[n].draggable)
{
if(mx > gui_window[n].x && mx < gui_window[n].x+gui_window[n].width
&& my > gui_window[n].y && my < gui_window[n].y+gui_window[n].height+gui_titlebar_height+gui_border_size)
{
if(my < gui_window[n].y+gui_titlebar_height+gui_border_size)
{
gui_window_dragging = n;
gui_window_drag_x = mx - gui_window[n].x;
gui_window_drag_y = my - gui_window[n].y;
gui_window_topmost = n;
}
else
{
/* check for button presses */
rx = mx - gui_window[n].x - gui_border_size;
ry = my - gui_window[n].y - gui_border_size - gui_titlebar_height;
for(b = 0; b < gui_window[n].num_buttons; b++)
{
if(rx > gui_window[n].button[b].x && rx < gui_window[n].button[b].x+gui_window[n].button[b].width
&& ry > gui_window[n].button[b].y && ry < gui_window[n].button[b].y+gui_window[n].button[b].height)
{
if(gui_window[n].button[b].type == GUI_BUTTON_HOLD)
{
gui_event_window = n;
gui_event_button = b;
gui_window[n].button[b].pressed = TRUE;
if(gui_window[n].button[b].pressed_func != NULL)
gui_window[n].button[b].pressed_func();
} else
{
if(gui_window[n].button[b].type == GUI_BUTTON_TOGGLE && can_press_mouse)
{
gui_event_window = n;
gui_event_button = b;
gui_window[n].button[b].pressed = !gui_window[n].button[b].pressed;
can_press_mouse = FALSE;
if(gui_window[n].button[b].pressed_func != NULL)
gui_window[n].button[b].pressed_func();
}
else
{
if(can_press_mouse)
{
gui_event_window = n;
gui_event_button = b;
gui_window[n].button[b].pressed = TRUE;
can_press_mouse = FALSE;
if(gui_window[n].button[b].pressed_func != NULL)
gui_window[n].button[b].pressed_func();
}
}
}
gui_window[n].content_changed = TRUE;
}
}
}
}
}
}
}
} else
{
/* if mouse button not pressed, we can't be dragging, and we
can press the mouse */
gui_window_dragging = -1;
can_press_mouse = TRUE;
/* We also can't be clicking any non-toggle buttons, so make
sure they're reset */
for(n=0;n<gui_num_windows;n++)
for(b=0;b<gui_window[n].num_buttons;b++)
if(gui_window[n].button[b].type != GUI_BUTTON_TOGGLE)
{
if(gui_window[n].button[b].pressed)
{
gui_window[n].button[b].pressed = FALSE;
gui_window[n].content_changed = TRUE;
}
}
}
}
/*===================================================================
gui_create_window(x,y,w,h,title,draggable)
This will create a window at x,y with dimensions w by h, with the
given title. draggable indicates whether or not the window can
be dragged.
=================================================================*/
int gui_create_window(int x, int y, int w, int h, char *title, int draggable)
{
/* Note there's a new window, and create it */
gui_num_windows++;
gui_window = realloc(gui_window,sizeof(GUI_WINDOW)*gui_num_windows);
/* Setup its parameters */
gui_window[gui_num_windows-1].x = x;
gui_window[gui_num_windows-1].y = y;
gui_window[gui_num_windows-1].width = w;
gui_window[gui_num_windows-1].height = h;
gui_window[gui_num_windows-1].content_changed = TRUE;
gui_window[gui_num_windows-1].visible = TRUE;
sprintf(gui_window[gui_num_windows-1].title,"%s",title);
/* create its rendering bitmap */
gui_window[gui_num_windows-1].bmp = create_bitmap(w+(gui_border_size*2),h+(gui_border_size*2)+gui_titlebar_height);
/* Init the rest of its properties */
gui_window[gui_num_windows-1].draggable = draggable;
gui_window[gui_num_windows-1].picture = NULL;
gui_window[gui_num_windows-1].num_labels = 0;
gui_window[gui_num_windows-1].label = NULL;
gui_window[gui_num_windows-1].num_buttons = 0;
gui_window[gui_num_windows-1].button = NULL;
gui_window[gui_num_windows-1].num_lists = 0;
gui_window[gui_num_windows-1].list = NULL;
/* Make this window topmost */
gui_window_topmost = gui_num_windows-1;
/* Return this window's ID */
return gui_num_windows-1;
}
/*===================================================================
gui_create_sub_window(parent, x, y, w, h, title)
THIS FUNCTION IS NOT IMPLEMENTED
=================================================================*/
void gui_create_sub_window(GUI_WINDOW *parent, int x, int y, int w, int h, char *title)
{
}
/*===================================================================
gui_create_label(win, x, y, w, h, txt, tb)
This function creates a label on the given window, at x,y with
dimensions w by h. The label will have whatever's in txt as
its caption. If tb is not 0, then the label has a "text-box"
style (ie it has an outline, and a highlighted background).
=================================================================*/
int gui_create_label(int win, int x, int y, int w, int h, char *txt, int tb)
{
/* Note that the window's content has changed */
gui_window[win].content_changed = TRUE;
/* Note there's a new label, and create it */
gui_window[win].num_labels++;
gui_window[win].label = realloc(gui_window[win].label, sizeof(GUI_LABEL)*gui_window[win].num_labels);
/* Fill in its properties */
gui_window[win].label[gui_window[win].num_labels-1].x = x;
gui_window[win].label[gui_window[win].num_labels-1].y = y;
gui_window[win].label[gui_window[win].num_labels-1].width = w;
gui_window[win].label[gui_window[win].num_labels-1].height = h;
gui_window[win].label[gui_window[win].num_labels-1].textbox = tb;
sprintf(gui_window[win].label[gui_window[win].num_labels-1].caption,"%s",txt);
/* Return it's ID */
return(gui_window[win].num_labels-1);
}
/*===================================================================
gui_create_button(win, x, y, w, h, txt, type, pressed_func)
This function creates a button on window win at x,y with dimensions
w by h. The button has whatever's in txt as its caption. type
determines the button's behaviour, and should be one of the
GUI_BUTTON_* defines from gui.h
The pressed_func is a pointer to the function that gets called when
the button is pressed.
=================================================================*/
int gui_create_button(int win, int x, int y, int w, int h, char *txt, int type, GUI_BUTTON_FUNC pressed_func)
{
/* Note that the content has changed */
gui_window[win].content_changed = TRUE;
/* Note there's a new button, and create it */
gui_window[win].num_buttons++;
gui_window[win].button = realloc(gui_window[win].button, sizeof(GUI_BUTTON)*gui_window[win].num_buttons);
/* Fill in its properties */
gui_window[win].button[gui_window[win].num_buttons-1].x = x;
gui_window[win].button[gui_window[win].num_buttons-1].y = y;
gui_window[win].button[gui_window[win].num_buttons-1].width = w;
gui_window[win].button[gui_window[win].num_buttons-1].height = h;
gui_window[win].button[gui_window[win].num_buttons-1].type = type;
gui_window[win].button[gui_window[win].num_buttons-1].pressed_func = pressed_func;
sprintf(gui_window[win].button[gui_window[win].num_buttons-1].caption,"%s",txt);
gui_window[win].button[gui_window[win].num_buttons-1].pressed = FALSE;
gui_window[win].button[gui_window[win].num_buttons-1].window = win;
/* Return it's ID */
return(gui_window[win].num_buttons-1);
}
/*===================================================================
_gui_list_up()
This is a private function for moving a list up
=================================================================*/
int _gui_list_up(void)
{
if(gui_window[gui_event_window].list[gui_window[gui_event_window].button[gui_event_button].list].index
> 0)
gui_window[gui_event_window].list[gui_window[gui_event_window].button[gui_event_button].list].index--;
return 1;
}
/*====================================================================
_gui_list_down()
This is a private function for moving a list down
==================================================================*/
int _gui_list_down(void)
{
if(gui_window[gui_event_window].list[gui_window[gui_event_window].button[gui_event_button].list].index
< gui_window[gui_event_window].list[gui_window[gui_event_window].button[gui_event_button].list].num_items-1)
gui_window[gui_event_window].list[gui_window[gui_event_window].button[gui_event_button].list].index++;
return 1;
}
/*===================================================================
gui_create_list(win, x, y, w, h, sorted)
This creates a list on window win at x,y with dimensions w by h.
The sorted parameter indicates whether the list should be sorted
or not (NOTE: List sorting remains unimplemented)
=================================================================*/
int gui_create_list(int win, int x, int y, int w, int h, int sorted)
{
/* Note that this window's content has changed */
gui_window[win].content_changed = TRUE;
/* Note there's a new list, and create it */
gui_window[win].num_lists++;
gui_window[win].list = realloc(gui_window[win].list, sizeof(GUI_LIST)*gui_window[win].num_lists);
/* Fill in the list's parameters */
gui_window[win].list[gui_window[win].num_lists-1].x = x;
gui_window[win].list[gui_window[win].num_lists-1].y = y;
gui_window[win].list[gui_window[win].num_lists-1].width = w;
gui_window[win].list[gui_window[win].num_lists-1].height = h;
gui_window[win].list[gui_window[win].num_lists-1].sorted = sorted;
gui_window[win].list[gui_window[win].num_lists-1].num_items = 0;
gui_window[win].list[gui_window[win].num_lists-1].item = NULL;
gui_window[win].list[gui_window[win].num_lists-1].index = 0;
/* Make buttons for its up and down */
gui_window[win].list[gui_window[win].num_lists-1].up_button =
gui_create_button(win, x+w-10, y, 10, 10, "", GUI_BUTTON_HOLD, _gui_list_up);
gui_window[win].button[gui_window[win].list[gui_window[win].num_lists-1].up_button].list = gui_window[win].num_lists - 1;
gui_window[win].list[gui_window[win].num_lists-1].down_button =
gui_create_button(win, x+w-10, y+h-10, 10, 10, "", GUI_BUTTON_HOLD, _gui_list_down);
gui_window[win].button[gui_window[win].list[gui_window[win].num_lists-1].down_button].list = gui_window[win].num_lists - 1;
/* Return its ID */
return(gui_window[win].num_lists-1);
}
/*===================================================================
gui_list_additem(win, list, txt)
This adds the line of text in txt to the given list, in the given
window, win.
Note: This function actually adds the item to the last list in
the window, not the list specified. This would need altering if
any window had more than one list...
=================================================================*/
void gui_list_additem(int win, int list, char *txt)
{
gui_window[win].list[gui_window[win].num_lists-1].num_items++;
gui_window[win].list[gui_window[win].num_lists-1].item =
realloc(gui_window[win].list[gui_window[win].num_lists-1].item,sizeof(char *)*gui_window[win].list[gui_window[win].num_lists-1].num_items);
gui_window[win].list[gui_window[win].num_lists-1].item[gui_window[win].list[gui_window[win].num_lists-1].num_items-1] =
malloc(sizeof(char)*(strlen(txt)+1));
sprintf(gui_window[win].list[gui_window[win].num_lists-1].item[gui_window[win].list[gui_window[win].num_lists-1].num_items-1],"%s",txt);
/* This is where list sorting code should be inserted: */
}
/*===================================================================
gui_list_clear(win, list)
This clears the given list on the given window.
=================================================================*/
void gui_list_clear(int win, int list)
{
int n;
for(n=0;n<gui_window[win].list[list].num_items; n++)
{
if(gui_window[win].list[list].item[n] != NULL)
free(gui_window[win].list[list].item[n]);
}
if(gui_window[win].list[list].item != NULL)
free(gui_window[win].list[list].item);
gui_window[win].list[list].item = NULL;
gui_window[win].list[list].num_items = 0;
gui_window[win].list[list].index = 0;
}
/*===================================================================
gui_playlist_update()
This function updates the playlist display in the GUI.
=================================================================*/
void gui_playlist_update(void)
{
int x;
char guitemp[1024];
if(damp_using_gui)
{
gui_list_clear(damp_gui_win_playlist, damp_gui_list_playlist);
for(x=0;x<damp_playlist_size;x++)
{
if(damp_playlist_random)
sprintf(guitemp,get_filename(damp_playlist[damp_playlist_order[x]].filename));
else
sprintf(guitemp,get_filename(damp_playlist[x].filename));
if(damp_beautify_filenames)
{
beautify(guitemp);
gui_list_additem(damp_gui_win_playlist, damp_gui_list_playlist, guitemp);
}
else
gui_list_additem(damp_gui_win_playlist, damp_gui_list_playlist, guitemp);
}
gui_window[damp_gui_win_playlist].content_changed = TRUE;
}
}