Esempio n. 1
0
void the_end(display &disp, std::string text, unsigned int duration)
{
	//
	// Some sane defaults.
	//
	if(text.empty())
		text = _("The End");
	if(!duration)
		duration = 3500;

	SDL_Rect area = screen_area();
	CVideo &video = disp.video();
	sdl_fill_rect(video.getSurface(),&area,0);

	update_whole_screen();
	disp.flip();

	const size_t font_size = font::SIZE_XLARGE;

	area = font::text_area(text,font_size);
	area.x = screen_area().w/2 - area.w/2;
	area.y = screen_area().h/2 - area.h/2;

	for(size_t n = 0; n < 255; n += 5) {
		if(n)
			sdl_fill_rect(video.getSurface(),&area,0);

		const SDL_Color col = create_color(n, n, n, n);
		font::draw_text(&video,area,font_size,col,text,area.x,area.y);
		update_rect(area);

		events::pump();
		events::raise_process_event();
		events::raise_draw_event();
		disp.flip();
		disp.delay(10);
	}

	//
	// Delay after the end of fading.
	// Rounded to multiples of 10.
	//
	unsigned int count = duration/10;
	while(count) {
		events::pump();
		events::raise_process_event();
		events::raise_draw_event();
		disp.flip();
		disp.delay(10);
		--count;
	}
}
static void run_lobby_loop(display& disp, mp::ui& ui)
{
	disp.video().modeChanged();
	bool first = true;
	font::cache_mode(font::CACHE_LOBBY);
	while (ui.get_result() == mp::ui::CONTINUE) {
		if (disp.video().modeChanged() || first) {
			SDL_Rect lobby_pos = { 0, 0, disp.video().getx(), disp.video().gety() };
			ui.set_location(lobby_pos);
			first = false;
		}
		// process network data first so user actions can override the result
		// or uptodate data can prevent invalid actions
		// i.e. press cancel while you receive [start_game] or press start game while someone leaves
		ui.process_network();

		events::pump();
		events::raise_process_event();
		events::raise_draw_event();

		disp.flip();
		disp.delay(20);
	}
	font::cache_mode(font::CACHE_GAME);
}
Esempio n. 3
0
void default_map_generator::user_config(display& disp)
{
	const resize_lock prevent_resizing;
	const events::event_context dialog_events_context;

	CVideo& screen = disp.video();

	const int width = 600;
	const int height = 400;
	const int xpos = screen.getx()/2 - width/2;
	int ypos = screen.gety()/2 - height/2;

	gui::button close_button(screen,_("Close"));
	std::vector<gui::button*> buttons(1,&close_button);

	gui::dialog_frame f(screen,_("Map Generator"),gui::dialog_frame::default_style,true,&buttons);
	f.layout(xpos,ypos,width,height);
	f.draw();

	SDL_Rect dialog_rect = sdl::create_rect(xpos, ypos, width, height);
	surface_restorer dialog_restorer(&screen,dialog_rect);

	const std::string& players_label = _("Players:");
	const std::string& width_label = _("Width:");
	const std::string& height_label = _("Height:");
	const std::string& iterations_label = _("Number of hills:");
	const std::string& hillsize_label = _("Max hill size:");
	const std::string& villages_label = _("Villages:");
	const std::string& castlesize_label = _("Castle size:");
	const std::string& landform_label = _("Landform:");

	SDL_Rect players_rect = font::draw_text(NULL,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,players_label,0,0);
	SDL_Rect width_rect = font::draw_text(NULL,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,width_label,0,0);
	SDL_Rect height_rect = font::draw_text(NULL,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,height_label,0,0);
	SDL_Rect iterations_rect = font::draw_text(NULL,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,iterations_label,0,0);
	SDL_Rect hillsize_rect = font::draw_text(NULL,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,hillsize_label,0,0);
	SDL_Rect villages_rect = font::draw_text(NULL,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,villages_label,0,0);
	SDL_Rect castlesize_rect = font::draw_text(NULL,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,castlesize_label,0,0);
	SDL_Rect landform_rect = font::draw_text(NULL,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,landform_label,0,0);

	const int horz_margin = 15;
	const int text_right = xpos + horz_margin +
	        std::max<int>(std::max<int>(std::max<int>(std::max<int>(std::max<int>(std::max<int>(
		         players_rect.w,width_rect.w),height_rect.w),iterations_rect.w),hillsize_rect.w),villages_rect.w),castlesize_rect.w);

	players_rect.x = text_right - players_rect.w;
	width_rect.x = text_right - width_rect.w;
	height_rect.x = text_right - height_rect.w;
	iterations_rect.x = text_right - iterations_rect.w;
	hillsize_rect.x = text_right - hillsize_rect.w;
	villages_rect.x = text_right - villages_rect.w;
	castlesize_rect.x = text_right - castlesize_rect.w;
	landform_rect.x = text_right - landform_rect.w;

	const int vertical_margin = 20;
	players_rect.y = ypos + vertical_margin*2;
	width_rect.y = players_rect.y + players_rect.h + vertical_margin;
	height_rect.y = width_rect.y + width_rect.h + vertical_margin;
	iterations_rect.y = height_rect.y + height_rect.h + vertical_margin;
	hillsize_rect.y = iterations_rect.y + iterations_rect.h + vertical_margin;
	villages_rect.y = hillsize_rect.y + hillsize_rect.h + vertical_margin;
	castlesize_rect.y = villages_rect.y + iterations_rect.h + vertical_margin;
	landform_rect.y = castlesize_rect.y + villages_rect.h + vertical_margin;

	const int right_space = 150;

	const int slider_left = text_right + 10;
	const int slider_right = xpos + width - horz_margin - right_space;
	SDL_Rect slider_rect = sdl::create_rect(slider_left
			, players_rect.y
			, slider_right - slider_left
			, players_rect.h);

	gui::slider players_slider(screen);
	players_slider.set_location(slider_rect);
	players_slider.set_min(2);
	players_slider.set_max(gamemap::MAX_PLAYERS);
	players_slider.set_value(nplayers_);

	const int min_width = 20;
	const int max_width = 100;
	const int max_height = 100;
	const int extra_size_per_player = 2;

	slider_rect.y = width_rect.y;
	gui::slider width_slider(screen);
	width_slider.set_location(slider_rect);
	width_slider.set_min(min_width+(players_slider.value()-2)*extra_size_per_player);
	width_slider.set_max(max_width);
	width_slider.set_value(width_);

	slider_rect.y = height_rect.y;
	gui::slider height_slider(screen);
	height_slider.set_location(slider_rect);
	height_slider.set_min(min_width+(players_slider.value()-2)*extra_size_per_player);
	height_slider.set_max(max_height);
	height_slider.set_value(height_);

	const int min_iterations = 10;
	const int max_iterations = 3000;

	slider_rect.y = iterations_rect.y;
	gui::slider iterations_slider(screen);
	iterations_slider.set_location(slider_rect);
	iterations_slider.set_min(min_iterations);
	iterations_slider.set_max(max_iterations);
	iterations_slider.set_value(iterations_);

	const int min_hillsize = 1;
	const int max_hillsize = 50;

	slider_rect.y = hillsize_rect.y;
	gui::slider hillsize_slider(screen);
	hillsize_slider.set_location(slider_rect);
	hillsize_slider.set_min(min_hillsize);
	hillsize_slider.set_max(max_hillsize);
	hillsize_slider.set_value(hill_size_);

	const int min_villages = 0;
	const int max_villages = 50;

	slider_rect.y = villages_rect.y;
	gui::slider villages_slider(screen);
	villages_slider.set_location(slider_rect);
	villages_slider.set_min(min_villages);
	villages_slider.set_max(max_villages);
	villages_slider.set_value(nvillages_);

	const int min_castlesize = 2;
	const int max_castlesize = 14;

	slider_rect.y = castlesize_rect.y;
	gui::slider castlesize_slider(screen);
	castlesize_slider.set_location(slider_rect);
	castlesize_slider.set_min(min_castlesize);
	castlesize_slider.set_max(max_castlesize);
	castlesize_slider.set_value(castle_size_);


	const int min_landform = 0;
	const int max_landform = int(max_island);
	slider_rect.y = landform_rect.y;
	gui::slider landform_slider(screen);
	landform_slider.set_location(slider_rect);
	landform_slider.set_min(min_landform);
	landform_slider.set_max(max_landform);
	landform_slider.set_value(island_size_);

	SDL_Rect link_rect = slider_rect;
	link_rect.y = link_rect.y + link_rect.h + vertical_margin;

	gui::button link_castles(screen,_("Roads between castles"),gui::button::TYPE_CHECK);
	link_castles.set_check(link_castles_);
	link_castles.set_location(link_rect);

	SDL_Rect labels_rect = link_rect;
	labels_rect.y = labels_rect.y + labels_rect.h + vertical_margin;

	gui::button show_labels(screen,_("Show labels"),gui::button::TYPE_CHECK);
	show_labels.set_check(show_labels_);
	show_labels.set_location(labels_rect);

	while(true) {
		nplayers_ = players_slider.value();
		width_ = width_slider.value();
		height_ = height_slider.value();
		iterations_ = iterations_slider.value();
		hill_size_ = hillsize_slider.value();
		nvillages_ = villages_slider.value();
		castle_size_ = castlesize_slider.value();
		island_size_ = landform_slider.value();

		dialog_restorer.restore();
		close_button.set_dirty(true);
		if (close_button.pressed())
			break;

		players_slider.set_dirty();
		width_slider.set_dirty();
		height_slider.set_dirty();
		iterations_slider.set_dirty();
		hillsize_slider.set_dirty();
		villages_slider.set_dirty();
		castlesize_slider.set_dirty();
		landform_slider.set_dirty();
		link_castles.set_dirty();
		show_labels.set_dirty();

		width_slider.set_min(min_width+(players_slider.value()-2)*extra_size_per_player);
		height_slider.set_min(min_width+(players_slider.value()-2)*extra_size_per_player);

		events::raise_process_event();
		events::raise_draw_event();

		font::draw_text(&screen,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,players_label,players_rect.x,players_rect.y);
		font::draw_text(&screen,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,width_label,width_rect.x,width_rect.y);
		font::draw_text(&screen,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,height_label,height_rect.x,height_rect.y);
		font::draw_text(&screen,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,iterations_label,iterations_rect.x,iterations_rect.y);
		font::draw_text(&screen,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,hillsize_label,hillsize_rect.x,hillsize_rect.y);
		font::draw_text(&screen,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,villages_label,villages_rect.x,villages_rect.y);
		font::draw_text(&screen,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,castlesize_label,castlesize_rect.x,castlesize_rect.y);
		font::draw_text(&screen,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,landform_label,landform_rect.x,landform_rect.y);

		font::draw_text(&screen, screen_area(), font::SIZE_NORMAL,
			font::NORMAL_COLOR, str_cast(nplayers_),
			slider_right + horz_margin, players_rect.y);

		font::draw_text(&screen, screen_area(), font::SIZE_NORMAL,
			font::NORMAL_COLOR, str_cast(width_),
			slider_right + horz_margin, width_rect.y);

		font::draw_text(&screen, screen_area(), font::SIZE_NORMAL,
			font::NORMAL_COLOR, str_cast(height_),
			slider_right+horz_margin,height_rect.y);

		std::stringstream villages_str;
		villages_str << nvillages_ << _("/1000 tiles");
		font::draw_text(&screen,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,villages_str.str(),
		                slider_right+horz_margin,villages_rect.y);

		font::draw_text(&screen, screen_area(), font::SIZE_NORMAL,
			font::NORMAL_COLOR, str_cast(castle_size_),
			slider_right + horz_margin, castlesize_rect.y);

		std::stringstream landform_str;
		landform_str << gettext(island_size_ == 0 ? N_("Inland") : (island_size_ < max_coastal ? N_("Coastal") : N_("Island")));
		font::draw_text(&screen,screen_area(),font::SIZE_NORMAL,font::NORMAL_COLOR,landform_str.str(),
			            slider_right+horz_margin,landform_rect.y);

		update_rect(xpos,ypos,width,height);

		disp.update_display();
		disp.delay(100);
		events::pump();
	}

	link_castles_ = link_castles.checked();
	show_labels_ = show_labels.checked();
}
Esempio n. 4
0
/**
 * Open a help dialog using a toplevel other than the default.
 *
 * This allows for complete customization of the contents, although not in a
 * very easy way.
 */
void show_help(display &disp, const section &toplevel_sec,
			   const std::string& show_topic,
			   int xloc, int yloc)
{
	const events::event_context dialog_events_context;
	const gui::dialog_manager manager;
	const resize_lock prevent_resizing;

	CVideo& screen = disp.video();
	const surface& scr = screen.getSurface();

	const int width  = std::min<int>(font::relative_size(1000), scr->w - font::relative_size(20));
	const int height = std::min<int>(font::relative_size(800), scr->h - font::relative_size(150));
	const int left_padding = font::relative_size(10);
	const int right_padding = font::relative_size(10);
	const int top_padding = font::relative_size(10);
	const int bot_padding = font::relative_size(10);

	// If not both locations were supplied, put the dialog in the middle
	// of the screen.
	if (yloc <= -1 || xloc <= -1) {
		xloc = scr->w / 2 - width / 2;
		yloc = scr->h / 2 - height / 2;
	}
	std::vector<gui::button*> buttons_ptr;
	gui::button close_button_(disp.video(), _("Close"));
	buttons_ptr.push_back(&close_button_);

	gui::dialog_frame f(disp.video(), _("The Battle for Wesnoth Help"), gui::dialog_frame::default_style,
					 true, &buttons_ptr);
	f.layout(xloc, yloc, width, height);
	f.draw();

    // Find all unit_types that have not been constructed yet and fill in the information
    // needed to create the help topics
	unit_types.build_all(unit_type::HELP_INDEXED);

	if (preferences::encountered_units().size() != size_t(last_num_encountered_units) ||
	    preferences::encountered_terrains().size() != size_t(last_num_encountered_terrains) ||
	    last_debug_state != game_config::debug ||
		last_num_encountered_units < 0) {
		// More units or terrains encountered, update the contents.
		last_num_encountered_units = preferences::encountered_units().size();
		last_num_encountered_terrains = preferences::encountered_terrains().size();
		last_debug_state = game_config::debug;
		generate_contents();
	}
	try {
		help_browser hb(disp, toplevel_sec);
		hb.set_location(xloc + left_padding, yloc + top_padding);
		hb.set_width(width - left_padding - right_padding);
		hb.set_height(height - top_padding - bot_padding);
		if (show_topic != "") {
			hb.show_topic(show_topic);
		}
		else {
			hb.show_topic(default_show_topic);
		}
		hb.set_dirty(true);
		events::raise_draw_event();
		disp.flip();
		disp.invalidate_all();
		CKey key;
		for (;;) {
			events::pump();
			events::raise_process_event();
			events::raise_draw_event();
			if (key[SDLK_ESCAPE]) {
				// Escape quits from the dialog.
				return;
			}
			for (std::vector<gui::button*>::iterator button_it = buttons_ptr.begin();
				 button_it != buttons_ptr.end(); ++button_it) {
				if ((*button_it)->pressed()) {
					// There is only one button, close.
					return;
				}
			}
			disp.flip();
			disp.delay(10);
		}
	}
	catch (parse_error& e) {
		std::stringstream msg;
		msg << _("Parse error when parsing help text: ") << "'" << e.message << "'";
		gui2::show_transient_message(disp.video(), "", msg.str());
	}
}
Esempio n. 5
0
/**
 * Show credits with list of contributors.
 *
 * Names of people are shown scrolling up like in movie-credits.\n
 * Uses map from wesnoth or campaign as background.
 */
void show_about(display &disp, std::string campaign)
{
	cursor::set(cursor::WAIT);
	CVideo &video = disp.video();
//	surface screen = video.getSurface();
//	if (screen == NULL) return;

	std::vector<std::string> text = about::get_text(campaign);
//	SDL_Rect screen_rect = {0, 0, video.getx(), video.gety()};

//	const surface_restorer restorer(&video, screen_rect);

	cursor::set(cursor::NORMAL);

	std::vector<shared_string> image_list;
	if(campaign.size() && !images[campaign].empty()){
		image_list=utils::split_shared(images[campaign]);
	}else{
		image_list=utils::split_shared(images_default,',',utils::STRIP_SPACES);
	}
	surface map_image(scale_surface(image::get_image(image_list[0]), video.getx(), video.gety()));
	if(! map_image){
		image_list[0]=game_config::game_title;
		map_image=surface(scale_surface(image::get_image(image_list[0]), video.getx(), video.gety()));
	}

	gui::button close(video,_("Close"));
	close.set_location((video.getx()/2)-(close.width()/2), video.gety() - 30);
	close.set_volatile(true);

	const int def_size = font::SIZE_XLARGE;
	const SDL_Color def_color = font::NORMAL_COLOUR;

	//substitute in the correct control characters for '+' and '-'
	std::string before_header(2, ' ');
	before_header[0] = font::LARGE_TEXT;
	for(unsigned i = 0; i < text.size(); ++i) {
		std::string &s = text[i];
		if (s.empty()) continue;
		char &first = s[0];
		if (first == '-')
			first = font::SMALL_TEXT;
		else if (first == '+') {
			first = font::LARGE_TEXT;
			text.insert(text.begin() + i, before_header);
			++i;
		}
	}
	text.insert(text.begin(), 10, before_header);

	int startline = 0;

	//TODO: use values proportionnal to screen ?
	// distance from top of map image to top of scrolling text
	const int top_margin = 60;
	// distance from bottom of scrolling text to bottom of map image
	const int bottom_margin = 40;
	// distance from left of scrolling text to the frame border
	const int text_left_padding = video.getx()/32;

	int offset = 0;
	bool is_new_line = true;

	int first_line_height = 0;

	SDL_Rect frame_area = {
		video.getx() * 3/32,
		top_margin,
		video.getx() * 13 / 16,
		video.gety() - top_margin - bottom_margin
	};

	// we use a dialog to contains the text. Strange idea but at least the style
	// will be consistent with the titlescreen
	gui::dialog_frame f(video, "", gui::dialog_frame::titlescreen_style, false);

	// set the layout and get the interior rectangle
	SDL_Rect text_rect = f.layout(frame_area).interior;
	text_rect.x += text_left_padding;
	text_rect.w -= text_left_padding;
	// make a copy to prevent SDL_blit to change its w and h
	SDL_Rect text_rect_blit = text_rect;

	CKey key;
	bool last_escape;

	surface text_surf = create_neutral_surface(text_rect.w, text_rect.h); //create_compatible_surface(screen, text_rect.w, text_rect.h);
	SDL_SetAlpha(text_surf, SDL_RLEACCEL, SDL_ALPHA_OPAQUE);

	int image_count = 0;
	int scroll_speed = 4;	// scroll_speed*50 = speed of scroll in pixel per second

	// initialy redraw all
	bool redraw_mapimage = true;
	int max_text_width = text_rect.w;

	do {
		last_escape = key[SDLK_ESCAPE] != 0;

		// check to see if background image has changed
		if(text.size() && (image_count <
				((startline * static_cast<int>(image_list.size())) /
				static_cast<int>(text.size())))){

			image_count++;
			surface temp=surface(scale_surface(image::get_image(image_list[image_count]), video.getx(), video.gety()));
			map_image=temp?temp:map_image;
			redraw_mapimage = true;
		}

//		if (redraw_mapimage) 
		{
			// draw map to screen, thus erasing all text
			//SDL_BlitSurface(map_image, NULL, screen, NULL);
			blit_surface(0, 0, map_image);
//			update_rect(screen_rect);

			// redraw the dialog
			f.draw_background();
			f.draw_border();
			// cache the dialog background (alpha blending + blurred map)
			//SDL_BlitSurface(screen, &text_rect, text_surf, NULL);
			redraw_mapimage = false;
		} 
/*		else {
			// redraw the saved part of the dialog where text scrolled
			// thus erasing all text
			SDL_Rect modified = {0,0, max_text_width, text_rect.h};
			SDL_BlitSurface(text_surf, &modified, screen, &text_rect_blit);
			//update_rect(text_rect);
		}
*/
		const int line_spacing = 5;

		int y = text_rect.y - offset;
		int line = startline;
		int cur_line = 0;
		max_text_width = 0;

		{
		// clip to keep text into the frame (thus the new code block)
		clip_rect_setter set_clip_rect(/*screen,*/ text_rect);
			do {
				// draw the text (with ellipsis if needed)
				// update the max_text_width for future cleaning
				int w = font::draw_text(&video, text_rect, def_size, def_color,
										text[line], text_rect.x, y).w;
				max_text_width = std::max<int>(max_text_width, w);
				// since the real drawing on screen is clipped,
				// we do a dummy one to get the height of the not clipped line.
				// (each time because special format characters may change it)
				const int line_height = font::draw_text(NULL, text_rect, def_size, def_color,
										text[line], 0,0).h;

				if(is_new_line) {
					is_new_line = false;
					first_line_height = line_height + line_spacing;
				}
				line++;
				if(size_t(line) > text.size()-1)
					line = 0;
				y += line_height + line_spacing;
				cur_line++;
			} while(y < text_rect.y + text_rect.h);
		}

		// performs the actual scrolling
		offset += scroll_speed;
		if (offset>=first_line_height) {
			offset -= first_line_height;
			is_new_line = true;
			startline++;
			if(size_t(startline) == text.size()){
				startline = 0;
				image_count = -1;
			}
		}

		// handle events
		if (key[SDLK_UP] && scroll_speed < 20) {
			++scroll_speed;
		}
		if (key[SDLK_DOWN] && scroll_speed > 0) {
			--scroll_speed;
		}

		events::pump();
		events::raise_process_event();
		events::raise_draw_event();

		// flip screen and wait, so the text does not scroll too fast
		disp.flip();
		disp.delay(20);

	} while(!close.pressed() && (last_escape || !key[SDLK_ESCAPE]));
}
Esempio n. 6
0
void show_hotkeys_dialog (display & disp, config *save_config)
{
	log_scope ("show_hotkeys_dialog");

	const events::event_context dialog_events_context;

	const int centerx = disp.w()/2;
	const int centery = disp.h()/2;
	const int width  = 700;
	const int height = disp.video().gety() < 600 ? 380 : 500;
	const int xpos = centerx  - width/2;
	const int ypos = centery  - height/2;

	gui::button close_button (disp.video(), _("Close"));
	std::vector<gui::button*> buttons;
	buttons.push_back(&close_button);

	gui::dialog_frame f(disp.video(),_("Hotkey Settings"),gui::dialog_frame::default_style,true,&buttons);
	f.layout(xpos,ypos,width,height);
	f.draw();

	SDL_Rect clip_rect = create_rect(0, 0, disp.w (), disp.h ());
	SDL_Rect text_size = font::draw_text(NULL, clip_rect, font::SIZE_LARGE,
					     font::NORMAL_COLOR,_("Press desired hotkey (Esc cancels)"),
					     0, 0);

	std::vector<std::string> menu_items;

	std::vector<hotkey::hotkey_item>& hotkeys = hotkey::get_hotkeys();
	for(std::vector<hotkey::hotkey_item>::iterator i = hotkeys.begin(); i != hotkeys.end(); ++i) {
		if(i->hidden() || !i->is_in_active_scope())
			continue;
		std::stringstream str,name;
		name << i->get_description();
		str << name.str();
		str << COLUMN_SEPARATOR;
		// This trick allows to display chars identical to markup characters
		str << font::NULL_MARKUP << i->get_name();
		menu_items.push_back(str.str());
	}

	std::ostringstream heading;
	heading << HEADING_PREFIX << _("Action") << COLUMN_SEPARATOR << _("Binding");
	menu_items.push_back(heading.str());

	gui::menu::basic_sorter sorter;
	sorter.set_alpha_sort(0).set_alpha_sort(1);

	gui::menu menu_(disp.video(), menu_items, false, height - font::relative_size(10), -1, &sorter, &gui::menu::bluebg_style);
	menu_.sort_by(0);
	menu_.reset_selection();
	menu_.set_width(font::relative_size(500));
	menu_.set_location(xpos + font::relative_size(10), ypos + font::relative_size(10));

	gui::button change_button (disp.video(), _("Change Hotkey"));
	change_button.set_location(xpos + width - change_button.width () - font::relative_size(30),ypos + font::relative_size(30));

	gui::button clear_button (disp.video(), _("Clear Hotkey"));
	clear_button.set_location(xpos + width - clear_button.width () - font::relative_size(30),ypos + font::relative_size(80));
//	gui::button save_button (disp.video(), _("Save Hotkeys"));
//	save_button.set_location(xpos + width - save_button.width () - font::relative_size(30),ypos + font::relative_size(130));

	escape_handler esc_hand;

	for(;;) {

		if (close_button.pressed() || esc_hand.escape_pressed())
		{
			if (save_config == NULL) {
				save_hotkeys();
			} else {
				hotkey::save_hotkeys(*save_config);
			}
			break;
		}

		if (change_button.pressed () || menu_.double_clicked()) {
			// Lets change this hotkey......
			SDL_Rect dlgr = create_rect(centerx - text_size.w / 2 - 30
					, centery - text_size.h / 2 - 16
					, text_size.w + 60
					, text_size.h + 32);

			surface_restorer restorer(&disp.video(),dlgr);
			gui::dialog_frame mini_frame(disp.video());
			mini_frame.layout(centerx-text_size.w/2 - 20,
									centery-text_size.h/2 - 6,
									text_size.w+40,
									text_size.h+12);
			mini_frame.draw_background();
			mini_frame.draw_border();
			font::draw_text (&disp.video(), clip_rect, font::SIZE_LARGE,font::NORMAL_COLOR,
				 _("Press desired hotkey (Esc cancels)"),centerx-text_size.w/2,
				 centery-text_size.h/2);
			disp.update_display();
			SDL_Event event;
			event.type = 0;
			int character = 0, keycode = 0, mod = 0; // Just to avoid warning
			int joystick = 0, button = 0, hat = 0, value = 0;
			const int any_mod = KMOD_CTRL | KMOD_ALT | KMOD_LMETA;

			while (event.type!=SDL_KEYDOWN && event.type!=SDL_JOYBUTTONDOWN && event.type!= SDL_JOYHATMOTION) SDL_PollEvent(&event);
			do {
				if (event.type==SDL_KEYDOWN)
				{
					keycode=event.key.keysym.sym;
					character=event.key.keysym.unicode;
					mod=event.key.keysym.mod;
				};
				if (event.type==SDL_JOYBUTTONDOWN) {
					joystick = event.jbutton.which;
					button = event.jbutton.button;
				}
				if (event.type==SDL_JOYHATMOTION) {
					joystick = event.jhat.which;
					hat = event.jhat.hat;
					value = event.jhat.value;
				}
				SDL_PollEvent(&event);
				disp.flip();
				disp.delay(10);
			} while (event.type!=SDL_KEYUP && event.type!=SDL_JOYBUTTONUP && event.type!=SDL_JOYHATMOTION);
			restorer.restore();
			disp.update_display();
			if (keycode == SDLK_ESCAPE && (mod & any_mod) == 0) {
				//cancel -- no action
			} else {
				const hotkey::hotkey_item& oldhk = hotkey::get_hotkey(character, keycode, (mod & KMOD_SHIFT) != 0,
						(mod & KMOD_CTRL) != 0, (mod & KMOD_ALT) != 0, (mod & KMOD_LMETA) != 0);

				hotkey::hotkey_item& newhk = hotkey::get_visible_hotkey(menu_.selection());

				if(oldhk.get_id() != newhk.get_id() && !oldhk.null()) {
					std::stringstream msg;
					msg << "   " << oldhk.get_description() << " : " << oldhk.get_name();
					gui2::show_transient_message(disp.video(),_("This hotkey is already in use."),msg.str());
				} else {
					if (event.type == SDL_JOYHATMOTION) {
						const hotkey::hotkey_item& oldhkhat = hotkey::get_hotkey(joystick, hat, value);

						if(oldhkhat.get_id() != newhk.get_id() && !oldhkhat.null()) {
							std::stringstream msg;
							msg << "   " << oldhkhat.get_description() << " : " << oldhkhat.get_name();
							gui2::show_transient_message(disp.video(),_("This hotkey is already in use."),msg.str());
						} else {
							newhk.set_hat(joystick, hat, value);
							menu_.change_item(menu_.selection(), 1, font::NULL_MARKUP + newhk.get_name());
						}
					} else
					if (event.type == SDL_JOYBUTTONUP) {
						const hotkey::hotkey_item& oldhkbtn = hotkey::get_hotkey(button, joystick);

						if(oldhkbtn.get_id() != newhk.get_id() && !oldhkbtn.null()) {
							std::stringstream msg;
							msg << "   " << oldhkbtn.get_description() << " : " << oldhkbtn.get_name();
							gui2::show_transient_message(disp.video(),_("This hotkey is already in use."),msg.str());
						} else {
							newhk.set_button(button, joystick);
							menu_.change_item(menu_.selection(), 1, font::NULL_MARKUP + newhk.get_name());
						}
					} else {

						newhk.set_key(character, keycode, (mod & KMOD_SHIFT) != 0,
								(mod & KMOD_CTRL) != 0, (mod & KMOD_ALT) != 0, (mod & KMOD_LMETA) != 0);

						menu_.change_item(menu_.selection(), 1, font::NULL_MARKUP + newhk.get_name());

						if ((newhk.get_id() == hotkey::HOTKEY_SCREENSHOT
								|| newhk.get_id() == hotkey::HOTKEY_MAP_SCREENSHOT)
								&& (mod & any_mod) == 0) {
							gui2::show_transient_message(disp.video(), _("Warning"), _("Screenshot hotkeys should be combined with the Control, Alt or Meta modifiers to avoid problems."));
						}
					}
				}
			}
		}
//		if (save_button.pressed()) {
//			if (save_config == NULL) {
//				save_hotkeys();
//			} else {
//				hotkey::save_hotkeys(*save_config);
//			}
//		}

		if (clear_button.pressed()) {
			// clear hotkey
			hotkey::hotkey_item& newhk = hotkey::get_visible_hotkey(menu_.selection());
			newhk.clear_hotkey();
			menu_.change_item(menu_.selection(), 1, font::NULL_MARKUP + newhk.get_name());
		}

		menu_.process();

		events::pump();
		events::raise_process_event();
		events::raise_draw_event();

		disp.update_display();

		disp.delay(10);
	}
}