// Displays a bunch of buttons and collects user input. // Returns the index number of the chosen button, or -1 if the user cancels. // A window region is described by winX, winY, winWidth and winHeight. // Clicking outside of that region will constitute canceling. short buttonInputLoop(brogueButton *buttons, short buttonCount, short winX, short winY, short winWidth, short winHeight, rogueEvent *returnEvent) { short x, y, button; // (x, y) keeps track of the mouse location boolean canceled; rogueEvent theEvent; buttonState state = {0}; assureCosmeticRNG; canceled = false; x = y = -1; initializeButtonState(&state, buttons, buttonCount, winX, winY, winWidth, winHeight); // short i, j; // for (i=0; i<COLS; i++) { // for (j=0; j<COLS; j++) { // if (i >= winX && i < winX + winWidth // && j >= winY && j < winY + winHeight) { // plotCharWithColor(' ', i, j, &white, &gray); // } // } // } do { // Update the display. overlayDisplayBuffer(state.dbuf, NULL); // Get input. nextBrogueEvent(&theEvent, true, false, false); // Process the input. button = processButtonInput(&state, &canceled, &theEvent); // Revert the display. overlayDisplayBuffer(state.rbuf, NULL); } while (button == -1 && !canceled); if (returnEvent) { *returnEvent = theEvent; } //overlayDisplayBuffer(dbuf, NULL); // hangs around restoreRNG; return button; }
// Displays a bunch of buttons and collects user input. // Returns the index number of the chosen button, or -1 if the user cancels. // A window region is described by winX, winY, winWidth and winHeight. // Clicking outside of that region will constitute canceling. short buttonInputLoop(brogueButton *buttons, short buttonCount, short winX, short winY, short winWidth, short winHeight, rogueEvent *returnEvent) { short x, y, button; // (x, y) keeps track of the mouse location boolean canceled; rogueEvent theEvent; buttonState state = {0}; assureCosmeticRNG; canceled = false; x = y = -1; initializeButtonState(&state, buttons, buttonCount, winX, winY, winWidth, winHeight); do { // Update the display. overlayDisplayBuffer(state.dbuf, NULL); // Get input. nextBrogueEvent(&theEvent, true, false, false); // Process the input. button = processButtonInput(&state, &canceled, &theEvent); // Revert the display. overlayDisplayBuffer(state.rbuf, NULL); } while (button == -1 && !canceled); if (returnEvent) { *returnEvent = theEvent; } //overlayDisplayBuffer(dbuf, NULL); // hangs around restoreRNG; return button; }
void dialogAlert(char *message) { cellDisplayBuffer rbuf[COLS][ROWS]; brogueButton OKButton; initializeButton(&OKButton); strcpy(OKButton.text, " OK "); OKButton.hotkey[0] = RETURN_KEY; OKButton.hotkey[1] = ENTER_KEY; OKButton.hotkey[2] = ACKNOWLEDGE_KEY; printTextBox(message, COLS/3, ROWS/3, COLS/3, &white, &interfaceBoxColor, rbuf, &OKButton, 1); overlayDisplayBuffer(rbuf, NULL); }
boolean dialogChooseFile(char *path, const char *suffix, const char *prompt) { short i, j, count, x, y, width, height, suffixLength, pathLength, maxPathLength, currentPageStart; brogueButton buttons[FILES_ON_PAGE_MAX + 2]; fileEntry *files; boolean retval = false, again; cellDisplayBuffer dbuf[COLS][ROWS], rbuf[COLS][ROWS]; color *dialogColor = &interfaceBoxColor; char *membuf; suffixLength = strlen(suffix); files = listFiles(&count, &membuf); copyDisplayBuffer(rbuf, displayBuffer); maxPathLength = strLenWithoutEscapes(prompt); // First, we want to filter the list by stripping out any filenames that do not end with suffix. // i is the entry we're testing, and j is the entry that we move it to if it qualifies. for (i=0, j=0; i<count; i++) { pathLength = strlen(files[i].path); //printf("\nString 1: %s", &(files[i].path[(max(0, pathLength - suffixLength))])); if (stringsExactlyMatch(&(files[i].path[(max(0, pathLength - suffixLength))]), suffix)) { // This file counts! if (i > j) { files[j] = files[i]; //printf("\nMatching file: %s\twith date: %s", files[j].path, files[j].date); } j++; // Keep track of the longest length. if (min(pathLength, MAX_FILENAME_DISPLAY_LENGTH) + 10 > maxPathLength) { maxPathLength = min(pathLength, MAX_FILENAME_DISPLAY_LENGTH) + 10; } } } count = j; currentPageStart = 0; do { // Repeat to permit scrolling. again = false; for (i=0; i<min(count - currentPageStart, FILES_ON_PAGE_MAX); i++) { initializeButton(&(buttons[i])); buttons[i].flags &= ~(B_WIDE_CLICK_AREA | B_GRADIENT); buttons[i].buttonColor = *dialogColor; if (KEYBOARD_LABELS) { sprintf(buttons[i].text, "%c) ", 'a' + i); } else { buttons[i].text[0] = '\0'; } strncat(buttons[i].text, files[currentPageStart+i].path, MAX_FILENAME_DISPLAY_LENGTH); // Clip off the file suffix from the button text. buttons[i].text[strlen(buttons[i].text) - suffixLength] = '\0'; // Snip! buttons[i].hotkey[0] = 'a' + i; buttons[i].hotkey[1] = 'A' + i; // Clip the filename length if necessary. if (strlen(buttons[i].text) > MAX_FILENAME_DISPLAY_LENGTH) { strcpy(&(buttons[i].text[MAX_FILENAME_DISPLAY_LENGTH - 3]), "..."); } //printf("\nFound file: %s, with date: %s", files[currentPageStart+i].path, files[currentPageStart+i].date); } x = (COLS - maxPathLength) / 2; width = maxPathLength; height = min(count - currentPageStart, FILES_ON_PAGE_MAX) + 2; y = max(4, (ROWS - height) / 2); for (i=0; i<min(count - currentPageStart, FILES_ON_PAGE_MAX); i++) { pathLength = strlen(buttons[i].text); for (j=pathLength; j<(width - 8); j++) { buttons[i].text[j] = ' '; } buttons[i].text[j] = '\0'; strcpy(&(buttons[i].text[j]), files[currentPageStart+i].date); buttons[i].x = x; buttons[i].y = y + 1 + i; } if (count > FILES_ON_PAGE_MAX) { // Create up and down arrows. initializeButton(&(buttons[i])); strcpy(buttons[i].text, " * "); buttons[i].symbol[0] = UP_ARROW_CHAR; if (currentPageStart <= 0) { buttons[i].flags &= ~(B_ENABLED | B_DRAW); } else { buttons[i].hotkey[0] = UP_ARROW; buttons[i].hotkey[1] = NUMPAD_8; buttons[i].hotkey[2] = PAGE_UP_KEY; } buttons[i].x = x + (width - 11)/2; buttons[i].y = y; i++; initializeButton(&(buttons[i])); strcpy(buttons[i].text, " * "); buttons[i].symbol[0] = DOWN_ARROW_CHAR; if (currentPageStart + FILES_ON_PAGE_MAX >= count) { buttons[i].flags &= ~(B_ENABLED | B_DRAW); } else { buttons[i].hotkey[0] = DOWN_ARROW; buttons[i].hotkey[1] = NUMPAD_2; buttons[i].hotkey[2] = PAGE_DOWN_KEY; } buttons[i].x = x + (width - 11)/2; buttons[i].y = y + i; } if (count) { clearDisplayBuffer(dbuf); printString(prompt, x, y - 1, &itemMessageColor, dialogColor, dbuf); rectangularShading(x - 1, y - 1, width + 1, height + 1, dialogColor, INTERFACE_OPACITY, dbuf); overlayDisplayBuffer(dbuf, NULL); // for (j=0; j<min(count - currentPageStart, FILES_ON_PAGE_MAX); j++) { // printf("\nSanity check BEFORE: %s, with date: %s", files[currentPageStart+j].path, files[currentPageStart+j].date); // printf("\n (button name)Sanity check BEFORE: %s", buttons[j].text); // } i = buttonInputLoop(buttons, min(count - currentPageStart, FILES_ON_PAGE_MAX) + (count > FILES_ON_PAGE_MAX ? 2 : 0), x, y, width, height, NULL); // for (j=0; j<min(count - currentPageStart, FILES_ON_PAGE_MAX); j++) { // printf("\nSanity check AFTER: %s, with date: %s", files[currentPageStart+j].path, files[currentPageStart+j].date); // printf("\n (button name)Sanity check AFTER: %s", buttons[j].text); // } overlayDisplayBuffer(rbuf, NULL); if (i < min(count - currentPageStart, FILES_ON_PAGE_MAX)) { if (i >= 0) { retval = true; strcpy(path, files[currentPageStart+i].path); } else { // i is -1 retval = false; } } else if (i == min(count - currentPageStart, FILES_ON_PAGE_MAX)) { // Up arrow again = true; currentPageStart -= FILES_ON_PAGE_MAX; } else if (i == min(count - currentPageStart, FILES_ON_PAGE_MAX) + 1) { // Down arrow again = true; currentPageStart += FILES_ON_PAGE_MAX; } } } while (again); free(files); free(membuf); if (count == 0) { dialogAlert("No applicable files found."); return false; } else { return retval; } }
void titleMenu() { signed short flames[COLS][(ROWS + MENU_FLAME_ROW_PADDING)][3]; // red, green and blue signed short colorSources[MENU_FLAME_COLOR_SOURCE_COUNT][4]; // red, green, blue, and rand, one for each color source (no more than MENU_FLAME_COLOR_SOURCE_COUNT). color *colors[COLS][(ROWS + MENU_FLAME_ROW_PADDING)]; unsigned char mask[COLS][ROWS]; boolean controlKeyWasDown = false; short i, b, x, y, button; buttonState state; brogueButton buttons[6]; char whiteColorEscape[10] = ""; char goldColorEscape[10] = ""; char newGameText[100] = "", customNewGameText[100] = ""; rogueEvent theEvent; enum NGCommands buttonCommands[6] = {NG_NEW_GAME, NG_OPEN_GAME, NG_VIEW_RECORDING, NG_HIGH_SCORES, NG_QUIT}; cellDisplayBuffer shadowBuf[COLS][ROWS]; // Initialize the RNG so the flames aren't always the same. seedRandomGenerator(0); // Empty nextGamePath and nextGameSeed so that the buttons don't try to load an old game path or seed. rogue.nextGamePath[0] = '\0'; rogue.nextGameSeed = 0; // Initialize the title menu buttons. encodeMessageColor(whiteColorEscape, 0, &white); encodeMessageColor(goldColorEscape, 0, KEYBOARD_LABELS ? &itemMessageColor : &white); sprintf(newGameText, " %sN%sew Game ", goldColorEscape, whiteColorEscape); sprintf(customNewGameText, " %sN%sew Game (custom) ", goldColorEscape, whiteColorEscape); b = 0; button = -1; initializeButton(&(buttons[b])); strcpy(buttons[b].text, newGameText); buttons[b].hotkey[0] = 'n'; buttons[b].hotkey[1] = 'N'; b++; initializeButton(&(buttons[b])); sprintf(buttons[b].text, " %sO%spen Game ", goldColorEscape, whiteColorEscape); buttons[b].hotkey[0] = 'o'; buttons[b].hotkey[1] = 'O'; b++; initializeButton(&(buttons[b])); sprintf(buttons[b].text, " %sV%siew Recording ", goldColorEscape, whiteColorEscape); buttons[b].hotkey[0] = 'v'; buttons[b].hotkey[1] = 'V'; b++; initializeButton(&(buttons[b])); sprintf(buttons[b].text, " %sH%sigh Scores ", goldColorEscape, whiteColorEscape); buttons[b].hotkey[0] = 'h'; buttons[b].hotkey[1] = 'H'; b++; // Seth: /* initializeButton(&(buttons[b])); sprintf(buttons[b].text, " %sQ%suit ", goldColorEscape, whiteColorEscape); buttons[b].hotkey[0] = 'q'; buttons[b].hotkey[1] = 'Q'; b++;*/ x = COLS - 1 - 20 - 2; y = ROWS - 1; for (i = b-1; i >= 0; i--) { y -= 2; buttons[i].x = x; buttons[i].y = y; buttons[i].buttonColor = titleButtonColor; buttons[i].flags |= B_WIDE_CLICK_AREA; } blackOutScreen(); clearDisplayBuffer(shadowBuf); initializeButtonState(&state, buttons, b, x, y, 20, b*2-1); rectangularShading(x, y, 20, b*2-1, &black, INTERFACE_OPACITY, shadowBuf); drawButtonsInState(&state); initializeMenuFlames(true, colors, colorSources, flames, mask); rogue.creaturesWillFlashThisTurn = false; // total unconscionable hack do { if (!controlKeyWasDown && controlKeyIsDown()) { strcpy(state.buttons[0].text, customNewGameText); drawButtonsInState(&state); buttonCommands[0] = NG_NEW_GAME_WITH_SEED; controlKeyWasDown = true; } else if (controlKeyWasDown && !controlKeyIsDown()) { strcpy(state.buttons[0].text, newGameText); drawButtonsInState(&state); buttonCommands[0] = NG_NEW_GAME; controlKeyWasDown = false; } // Update the display. updateMenuFlames(colors, colorSources, flames); drawMenuFlames(flames, mask); overlayDisplayBuffer(shadowBuf, NULL); overlayDisplayBuffer(state.dbuf, NULL); // Pause briefly. if (pauseBrogue(MENU_FLAME_UPDATE_DELAY)) { // There was input during the pause! Get the input. nextBrogueEvent(&theEvent, true, false, true); // Process the input. button = processButtonInput(&state, NULL, &theEvent); } // Revert the display. overlayDisplayBuffer(state.rbuf, NULL); } while (button == -1 && rogue.nextGame == NG_NOTHING); drawMenuFlames(flames, mask); if (button != -1) { rogue.nextGame = buttonCommands[button]; } }
// Processes one round of user input, and bakes the necessary graphical changes into state->dbuf. // Does NOT display the buttons or revert the display afterward. // Assumes that the display has already been updated (via overlayDisplayBuffer(state->dbuf, NULL)) // and that input has been solicited (via nextBrogueEvent(event, ___, ___, ___)). // Also relies on the buttonState having been initialized with initializeButtonState() or otherwise. // Returns the index of a button if one is chosen. // Otherwise, returns -1. That can be if the user canceled (in which case *canceled is true), // or, more commonly, if the user's input in this particular split-second round was not decisive. short processButtonInput(buttonState *state, boolean *canceled, rogueEvent *event) { short i, k, x, y; boolean buttonUsed = false; // Mouse event: if (event->eventType == MOUSE_DOWN || event->eventType == MOUSE_UP || event->eventType == MOUSE_ENTERED_CELL) { x = event->param1; y = event->param2; // Revert the button with old focus, if any. if (state->buttonFocused >= 0) { drawButton(&(state->buttons[state->buttonFocused]), BUTTON_NORMAL, state->dbuf); state->buttonFocused = -1; } // Find the button with new focus, if any. for (i=0; i < state->buttonCount; i++) { if ((state->buttons[i].flags & B_DRAW) && (state->buttons[i].flags & B_ENABLED) && (state->buttons[i].y == y || ((state->buttons[i].flags & B_WIDE_CLICK_AREA) && abs(state->buttons[i].y - y) <= 1)) && x >= state->buttons[i].x && x < state->buttons[i].x + strLenWithoutEscapes(state->buttons[i].text)) { state->buttonFocused = i; if (event->eventType == MOUSE_DOWN) { state->buttonDepressed = i; // Keeps track of which button is down at the moment. Cleared on mouseup. } break; } } if (i == state->buttonCount) { // No focus this round. state->buttonFocused = -1; } if (state->buttonDepressed >= 0) { if (state->buttonDepressed == state->buttonFocused) { drawButton(&(state->buttons[state->buttonDepressed]), BUTTON_PRESSED, state->dbuf); } } else if (state->buttonFocused >= 0) { // If no button is depressed, then update the appearance of the button with the new focus, if any. drawButton(&(state->buttons[state->buttonFocused]), BUTTON_HOVER, state->dbuf); } // Mouseup: if (event->eventType == MOUSE_UP) { if (state->buttonDepressed == state->buttonFocused && state->buttonFocused >= 0) { // If a button is depressed, and the mouseup happened on that button, it has been chosen and we're done. buttonUsed = true; } else { // Otherwise, no button is depressed. If one was previously depressed, redraw it. if (state->buttonDepressed >= 0) { drawButton(&(state->buttons[state->buttonDepressed]), BUTTON_NORMAL, state->dbuf); } else if (!(x >= state->winX && x < state->winX + state->winWidth && y >= state->winY && y < state->winY + state->winHeight)) { // Clicking outside of a button means canceling. if (canceled) { *canceled = true; } } if (state->buttonFocused >= 0) { // Buttons don't hover-highlight when one is depressed, so we have to fix that when the mouse is up. drawButton(&(state->buttons[state->buttonFocused]), BUTTON_HOVER, state->dbuf); } state->buttonDepressed = -1; } } } // Keystroke: if (event->eventType == KEYSTROKE) { // Cycle through all of the hotkeys of all of the buttons. for (i=0; i < state->buttonCount; i++) { for (k = 0; k < 10 && state->buttons[i].hotkey[k]; k++) { if (event->param1 == state->buttons[i].hotkey[k]) { // This button was chosen. if (state->buttons[i].flags & B_DRAW) { // Restore the depressed and focused buttons. if (state->buttonDepressed >= 0) { drawButton(&(state->buttons[state->buttonDepressed]), BUTTON_NORMAL, state->dbuf); } if (state->buttonFocused >= 0) { drawButton(&(state->buttons[state->buttonFocused]), BUTTON_NORMAL, state->dbuf); } // If the button likes to flash when keypressed: if (state->buttons[i].flags & B_KEYPRESS_HIGHLIGHT) { // Depress the chosen button. drawButton(&(state->buttons[i]), BUTTON_PRESSED, state->dbuf); // Update the display. overlayDisplayBuffer(state->rbuf, NULL); overlayDisplayBuffer(state->dbuf, NULL); // Wait for a little; then we're done. pauseBrogue(50); } } state->buttonDepressed = i; buttonUsed = true; break; } } } if (!buttonUsed && (event->param1 == ESCAPE_KEY || event->param1 == ACKNOWLEDGE_KEY)) { // If the player pressed escape, we're done. if (canceled) { *canceled = true; } } } if (buttonUsed) { state->buttonChosen = state->buttonDepressed; return state->buttonChosen; } else { return -1; } }