/** * @brief Opens the small ingame menu. */ void menu_small (void) { unsigned int wid; /* Check if menu should be openable. */ if ((player == NULL) || player_isFlag(PLAYER_DESTROYED) || pilot_isFlag(player,PILOT_DEAD) || comm_isOpen() || dialogue_isOpen() || /* Shouldn't open over dialogues. */ (menu_isOpen(MENU_MAIN) || menu_isOpen(MENU_SMALL) || menu_isOpen(MENU_DEATH) )) return; wid = window_create( "Menu", -1, -1, MENU_WIDTH, MENU_HEIGHT ); window_setCancel( wid, menu_small_close ); window_addButton( wid, 20, 20 + BUTTON_HEIGHT*2 + 20*2, BUTTON_WIDTH, BUTTON_HEIGHT, "btnResume", "Resume", menu_small_close ); window_addButton( wid, 20, 20 + BUTTON_HEIGHT + 20, BUTTON_WIDTH, BUTTON_HEIGHT, "btnOptions", "Options", menu_options_button ); window_addButton( wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT, "btnExit", "Exit", menu_small_exit ); menu_Open(MENU_SMALL); }
/** * @brief Creates the options menu thingy. */ void opt_menu (void) { int w, h; /* Dimensions. */ w = 600; h = 500; /* Create window and tabs. */ opt_wid = window_create( "Options", -1, -1, w, h ); window_setCancel( opt_wid, opt_close ); /* Create tabbed window. */ opt_windows = window_addTabbedWindow( opt_wid, -1, -1, -1, -1, "tabOpt", OPT_WINDOWS, opt_names ); /* Load tabs. */ opt_gameplay( opt_windows[ OPT_WIN_GAMEPLAY ] ); opt_video( opt_windows[ OPT_WIN_VIDEO ] ); opt_audio( opt_windows[ OPT_WIN_AUDIO ] ); opt_keybinds( opt_windows[ OPT_WIN_INPUT ] ); /* Set as need restart if needed. */ if (opt_restart) opt_needRestart(); }
/** * @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 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 Provisional Menu for when there will be multiple editors */ static void menu_editors_open( unsigned int wid, char *unused ) { (void) unused; int h, y; /*WARN("Entering function.");*/ /* Menu already open, quit. */ if (menu_isOpen( MENU_EDITORS )) { return; } /* Close the Main Menu */ menu_main_close(); unpause_game(); /* Set dimensions */ y = 20 + (BUTTON_HEIGHT+20)*2; h = y + 80; wid = window_create( "Editors", -1, -1, MENU_WIDTH + EDITORS_EXTRA_WIDTH, h ); window_setCancel( wid, menu_editors_close ); /* Set buttons for the editors */ window_addButtonKey( wid, 20, y, BUTTON_WIDTH + EDITORS_EXTRA_WIDTH, BUTTON_HEIGHT, "btnUniverse", "Universe Map", uniedit_open, SDLK_u ); y -= BUTTON_HEIGHT+20; window_addButtonKey( wid, 20, y, BUTTON_WIDTH + EDITORS_EXTRA_WIDTH, BUTTON_HEIGHT, "btnMapEdit", "Map Outfits", mapedit_open, SDLK_m ); y -= BUTTON_HEIGHT+20; window_addButtonKey( wid, 20, y, BUTTON_WIDTH + EDITORS_EXTRA_WIDTH, BUTTON_HEIGHT, "btnMain", "Exit to Main Menu", menu_editors_close, SDLK_x ); /* Editors menu is open. */ menu_Open( MENU_EDITORS ); /*WARN("Exiting function.");*/ return; }
/** * @brief Opens the information menu. */ void menu_info( int window ) { int w, h; /* Not under manual control. */ if (pilot_isFlag( player.p, PILOT_MANUAL_CONTROL )) return; /* Open closes when previously opened. */ if (menu_isOpen(MENU_INFO) || dialogue_isOpen()) { info_close( 0, NULL ); return; } /* Dimensions. */ w = 600; h = 500; /* Create the window. */ info_wid = window_create( "Info", -1, -1, w, h ); window_setCancel( info_wid, info_close ); /* Create tabbed window. */ info_windows = window_addTabbedWindow( info_wid, -1, -1, -1, -1, "tabInfo", INFO_WINDOWS, info_names ); /* Open the subwindows. */ info_openMain( info_windows[ INFO_WIN_MAIN ] ); info_openShip( info_windows[ INFO_WIN_SHIP ] ); info_openWeapons( info_windows[ INFO_WIN_WEAP ] ); info_openCargo( info_windows[ INFO_WIN_CARGO ] ); info_openMissions( info_windows[ INFO_WIN_MISN ] ); info_openStandings( info_windows[ INFO_WIN_STAND ] ); menu_Open(MENU_INFO); /* Set active window. */ window_tabWinSetActive( info_wid, "tabInfo", CLAMP( 0, 5, window ) ); }
/** * @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 map window. */ void map_open (void) { unsigned int wid; StarSystem *cur; int w, h, x, y, rw; /* Not under manual control. */ if (pilot_isFlag( player.p, PILOT_MANUAL_CONTROL )) return; /* Destroy window if exists. */ wid = window_get(MAP_WDWNAME); if (wid > 0) { window_destroy( wid ); return; } /* set position to focus on current system */ map_xpos = cur_system->pos.x; map_ypos = cur_system->pos.y; /* mark systems as needed */ mission_sysMark(); /* Attempt to select current map if none is selected */ if (map_selected == -1) map_selectCur(); /* get the selected system. */ cur = system_getIndex( map_selected ); /* Set up window size. */ w = MAX(600, SCREEN_W - 100); h = MAX(540, SCREEN_H - 100); /* create the window. */ wid = window_create( MAP_WDWNAME, -1, -1, w, h ); window_setCancel( wid, window_close ); window_handleKeys( wid, map_keyHandler ); /* * SIDE TEXT * * $System * * Faction: * $Faction (or Multiple) * * Status: * $Status * * Planets: * $Planet1, $Planet2, ... * * Services: * $Services * * ... * [Autonav] * [ Find ] * [ Close ] */ x = -70; /* Right column X offset. */ y = -20; rw = ABS(x) + 60; /* Right column indented width maximum. */ /* System Name */ window_addText( wid, -90 + 80, y, 160, 20, 1, "txtSysname", &gl_defFont, &cDConsole, cur->name ); y -= 10; /* Faction image */ window_addImage( wid, -90 + 32, y - 32, 0, 0, "imgFaction", NULL, 0 ); y -= 64 + 10; /* Faction */ window_addText( wid, x, y, 90, 20, 0, "txtSFaction", &gl_smallFont, &cDConsole, "Faction:" ); window_addText( wid, x + 50, y-gl_smallFont.h-5, rw, 100, 0, "txtFaction", &gl_smallFont, &cBlack, NULL ); y -= 2 * gl_smallFont.h + 5 + 15; /* Standing */ window_addText( wid, x, y, 90, 20, 0, "txtSStanding", &gl_smallFont, &cDConsole, "Standing:" ); window_addText( wid, x + 50, y-gl_smallFont.h-5, rw, 100, 0, "txtStanding", &gl_smallFont, &cBlack, NULL ); y -= 2 * gl_smallFont.h + 5 + 15; /* Presence. */ window_addText( wid, x, y, 90, 20, 0, "txtSPresence", &gl_smallFont, &cDConsole, "Presence:" ); window_addText( wid, x + 50, y-gl_smallFont.h-5, rw, 100, 0, "txtPresence", &gl_smallFont, &cBlack, NULL ); y -= 2 * gl_smallFont.h + 5 + 15; /* Planets */ window_addText( wid, x, y, 90, 20, 0, "txtSPlanets", &gl_smallFont, &cDConsole, "Planets:" ); window_addText( wid, x + 50, y-gl_smallFont.h-5, rw, 150, 0, "txtPlanets", &gl_smallFont, &cBlack, NULL ); y -= 2 * gl_smallFont.h + 5 + 15; /* Services */ window_addText( wid, x, y, 90, 20, 0, "txtSServices", &gl_smallFont, &cDConsole, "Services:" ); window_addText( wid, x + 50, y-gl_smallFont.h-5, rw, 100, 0, "txtServices", &gl_smallFont, &cBlack, NULL ); y -= 2 * gl_smallFont.h + 5 + 15; /* Close button */ window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT, "btnClose", "Close", window_close ); /* Find button */ window_addButton( wid, -20 - (BUTTON_WIDTH+20), 20, BUTTON_WIDTH, BUTTON_HEIGHT, "btnFind", "Find", map_inputFind ); /* Autonav button */ window_addButton( wid, -20 - 2*(BUTTON_WIDTH+20), 20, BUTTON_WIDTH, BUTTON_HEIGHT, "btnAutonav", "Autonav", player_autonavStartWindow ); /* * Bottom stuff * * [+] [-] Nebula, Interference */ /* Zoom buttons */ window_addButton( wid, 40, 20, 30, 30, "btnZoomIn", "+", map_buttonZoom ); window_addButton( wid, 80, 20, 30, 30, "btnZoomOut", "-", map_buttonZoom ); /* Situation text */ window_addText( wid, 140, 10, w - 80 - 30 - 30, 30, 0, "txtSystemStatus", &gl_smallFont, &cBlack, NULL ); /* * The map itself. */ map_show( wid, 20, -40, w-200, h-100, 1. ); /* Reset zoom. */ map_update( wid ); /* * Disable Autonav button if player lacks fuel. */ if ((player.p->fuel < HYPERSPACE_FUEL) || pilot_isFlag( player.p, PILOT_NOJUMP)) window_disableButton( wid, "btnAutonav" ); }
/** * @brief Opens the map window. */ void map_open (void) { unsigned int wid; StarSystem *cur; int w,h; /* Destroy window if exists. */ wid = window_get(MAP_WDWNAME); if (wid > 0) { window_destroy( wid ); return; } /* set position to focus on current system */ map_xpos = cur_system->pos.x; map_ypos = cur_system->pos.y; /* mark systems as needed */ mission_sysMark(); /* Attempt to select current map if none is selected */ if (map_selected == -1) map_selectCur(); /* get the selected system. */ cur = system_getIndex( map_selected ); /* Set up window size. */ w = MAX(600, SCREEN_W - 100); h = MAX(540, SCREEN_H - 100); /* create the window. */ wid = window_create( MAP_WDWNAME, -1, -1, w, h ); window_setCancel( wid, window_close ); /* * SIDE TEXT * * $System * * Faction: * $Faction (or Multiple) * * Status: * $Status * * Planets: * $Planet1, $Planet2, ... * * Services: * $Services * * ... * * [Close] */ /* System Name */ window_addText( wid, -20, -20, 100, 20, 1, "txtSysname", &gl_defFont, &cDConsole, cur->name ); /* Faction */ window_addImage( wid, -20-64, -60-64, "imgFaction", NULL, 0 ); window_addText( wid, -20, -60, 90, 20, 0, "txtSFaction", &gl_smallFont, &cDConsole, "Faction:" ); window_addText( wid, -20, -60-gl_smallFont.h-5, 80, 100, 0, "txtFaction", &gl_smallFont, &cBlack, NULL ); /* Standing */ window_addText( wid, -20, -100, 90, 20, 0, "txtSStanding", &gl_smallFont, &cDConsole, "Standing:" ); window_addText( wid, -20, -100-gl_smallFont.h-5, 80, 100, 0, "txtStanding", &gl_smallFont, &cBlack, NULL ); /* Security. */ window_addText( wid, -20, -140, 90, 20, 0, "txtSSecurity", &gl_smallFont, &cDConsole, "Security:" ); window_addText( wid, -20, -140-gl_smallFont.h-5, 80, 100, 0, "txtSecurity", &gl_smallFont, &cBlack, NULL ); /* Planets */ window_addText( wid, -20, -180, 90, 20, 0, "txtSPlanets", &gl_smallFont, &cDConsole, "Planets:" ); window_addText( wid, -20, -180-gl_smallFont.h-5, 80, 100, 0, "txtPlanets", &gl_smallFont, &cBlack, NULL ); /* Services */ window_addText( wid, -20, -220, 90, 20, 0, "txtSServices", &gl_smallFont, &cDConsole, "Services:" ); window_addText( wid, -20, -220-gl_smallFont.h-5, 80, 100, 0, "txtServices", &gl_smallFont, &cBlack, NULL ); /* Close button */ window_addButton( wid, -20, 20, BUTTON_WIDTH, BUTTON_HEIGHT, "btnClose", "Close", window_close ); /* * Bottom stuff * * [+] [-] Nebula, Asteroids, Interference */ /* Zoom buttons */ window_addButton( wid, 40, 20, 30, 30, "btnZoomIn", "+", map_buttonZoom ); window_addButton( wid, 80, 20, 30, 30, "btnZoomOut", "-", map_buttonZoom ); /* Situation text */ window_addText( wid, 140, 10, w - 80 - 30 - 30, 30, 0, "txtSystemStatus", &gl_smallFont, &cBlack, NULL ); /* * The map itself. */ map_show( wid, 20, -40, w-150, h-100, 1. ); /* Reset zoom. */ map_update( wid ); }
/** * @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); }
/** * @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_setCancel( wid, main_menu_promptClose ); /* Buttons. */ 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 ); /* Disable load button if there are no saves. */ if (!save_hasSave()) window_disableButton( wid, "btnLoad" ); /* Make the background window a parent of the menu. */ window_setParent( bwid, wid ); /* Reset timer. */ menu_main_lasttick = SDL_GetTicks(); menu_Open(MENU_MAIN); }