コード例 #1
0
// force the chatbox to go into big mode (if its in small mode) - will not work if in multi paused chatbox mode
void chatbox_force_big()
{
	int new_mode_flags;

	// don't do anything unless we're currently in "small" mode
	if(!(Chatbox_mode_flags & CHATBOX_FLAG_SMALL)){
		return;
	}

	new_mode_flags = Chatbox_mode_flags;	

	// switch to the appropriate mode
	new_mode_flags &= ~(CHATBOX_FLAG_SMALL | CHATBOX_FLAG_BIG);	
	new_mode_flags |= CHATBOX_FLAG_BIG;
	Chatbox_bitmap = Chatbox_big_bitmap;
		
	// flip the up/down arrow
	Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].button.set_bmaps(Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE+1].filename);
	
	// call this to set everything up correctly
	chatbox_set_mode(new_mode_flags);		
	
	// change the location of the input box
	Chat_inputbox.update_dimensions(Chatbox_inputbox_x, Chatbox_textenter_y, Chatbox_inputbox_w,15);
	Chat_inputbox.set_focus();

	// adjust what line we start displaying from based upon the new size of the window
	chatbox_toggle_size_adjust_lines();
}
コード例 #2
0
// user has pressed the "up" key
void chatbox_recall_up()
{
	// if we've got no recall lines, do nothing
	if(Chatbox_recall_count <= 0){
		return;
	}

	// if we can increment up
	if(Chatbox_recall_index < (Chatbox_recall_count - 1)){
		// if this is the last line we recalled, pre-increment
		if(Chatbox_recall_last == Chatbox_recall_index){
			Chat_inputbox.set_text(Chatbox_recall_lines[++Chatbox_recall_index]);
			Chatbox_recall_last = Chatbox_recall_index;
		}
		// otherwise, post increment
		else {
			Chat_inputbox.set_text(Chatbox_recall_lines[Chatbox_recall_index++]);
			Chatbox_recall_last = Chatbox_recall_index - 1;
		}
	} 
	// if we can't increment up
	else {
		Chat_inputbox.set_text(Chatbox_recall_lines[Chatbox_recall_index]);
		Chatbox_recall_last = Chatbox_recall_index;
	}	
}
コード例 #3
0
void pilot_manage_init(void)
{

	UI_WINDOW *w = &Ui_window;

	// create interface
	Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
	Ui_window.set_mask_bmap(PilotManage_bitmap_mask_fname[gr_screen.res]);

	// load background bitmap
	Background_bitmap = bm_load(PilotManage_bitmap_fname[gr_screen.res]);
	if(Background_bitmap < 0){
		// we failed to load the bitmap - this is very bad
		Int3();
	}

	for (int i=0; i<PM_NUM_BUTTONS; i++) {
		// create the object
		Buttons[gr_screen.res][i].button.create(&Ui_window, "", Buttons[gr_screen.res][i].x, Buttons[gr_screen.res][i].y, 60, 30, Buttons[gr_screen.res][i].repeat, 1);

		// set the sound to play when highlighted
		Buttons[gr_screen.res][i].button.set_highlight_action(common_play_highlight_sound);

		// set the ani for the button
		Buttons[gr_screen.res][i].button.set_bmaps(Buttons[gr_screen.res][i].filename);

		// set the hotspot
		Buttons[gr_screen.res][i].button.link_hotspot(Buttons[gr_screen.res][i].hotspot);
	}
	
	// load in help overlay bitmap	
	// needs to be fixed, taked out to get to compile
	//	help_overlay_load(PILOT_MANAGE_OVERLAY);
//	help_overlay_set_state(PILOT_MANAGE_OVERLAY,0);
	
	
	// button for selecting pilot
	List_region.create(&Ui_window, "", Pilot_manage_list_coords[gr_screen.res][PM_X_COORD], Pilot_manage_list_coords[gr_screen.res][PM_Y_COORD], Pilot_manage_list_coords[gr_screen.res][PM_W_COORD], Pilot_manage_list_coords[gr_screen.res][PM_H_COORD], 0, 1);
	List_region.hide();

	// create input box (for new pilot)
	Inputbox.create(&Ui_window, Pilot_manage_list_coords[gr_screen.res][PM_X_COORD], Pilot_manage_list_coords[gr_screen.res][PM_Y_COORD], Pilot_manage_list_coords[gr_screen.res][PM_W_COORD], CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST);
	Inputbox.set_valid_chars(VALID_PILOT_CHARS);
	Inputbox.disable();
	Inputbox.hide();

	Rank_pips_bitmaps = bm_load_animation("IconRankMini.ani", &Rank_pips_count);	

	pilot_manage_callsign_enter_mode = 0;
	List_scroll_offset = Pic_number = Pic_squad_number;// = Selected_line = 0;

	prev_single_player = -1;
	prev_multi_player = -1;
	
	pilot_manage_init_player_stuff(is_pilot_multi(Player));

	// enable hotkeys from start
	pilot_manage_set_callsign_enter_mode(false);
		
}
コード例 #4
0
// user has pressed the "down" key
void chatbox_recall_down()
{	
	// if we've got no recall lines, do nothing
	if(Chatbox_recall_count <= 0){
		return;
	}

	// if we can decrement down
	if(Chatbox_recall_index > 0){
		// if this is the last line we recalled, pre-decrement
		if(Chatbox_recall_last == Chatbox_recall_index){
			Chat_inputbox.set_text(Chatbox_recall_lines[--Chatbox_recall_index]);
			Chatbox_recall_last = Chatbox_recall_index;
		} 
		// otherwise post,decrement
		else {
			Chat_inputbox.set_text(Chatbox_recall_lines[Chatbox_recall_index--]);
			Chatbox_recall_last = Chatbox_recall_index + 1;
		}
	} 
	// if we can't decrement down
	else {		
		Chat_inputbox.set_text("");
		Chatbox_recall_last = -1;
	}	
}
コード例 #5
0
void pilot_manage_set_callsign_enter_mode(bool set_callsign_enter_mode)
{
	// set global mode variable
	pilot_manage_callsign_enter_mode = set_callsign_enter_mode;

	// disable/enable all buttons
	for (int idx=0; idx<PM_NUM_BUTTONS; idx++) {
		Buttons[gr_screen.res][idx].button.enable(!set_callsign_enter_mode);
	}

	// enable/disable hotkeys
	pilot_manage_set_hotkeys(!set_callsign_enter_mode);
	// disable/enable inputbox
	Inputbox.enable(set_callsign_enter_mode);
	// hide/unhide inputbox
	Inputbox.hide(!set_callsign_enter_mode);
}
コード例 #6
0
// process this frame for the chatbox
int chatbox_process(int key_in)
{	
	int key_out;

	key_out = key_in;

	// if the chatbox hasn't explicitly been created, we can't do any processing
	if(!Chatbox_created){
		return key_out;
	}

	// process the incoming key appropriately
	if (key_in == -1) {
		key_out = Chat_window.process();
	} else {
		key_out = Chat_window.process(key_in);
	}

	// look for special keypresses
	switch(key_out){
	// line recall up one
	case KEY_UP:
		chatbox_recall_up();
		key_out = 0;
		break;
	
	// line recall down one
	case KEY_DOWN:
		chatbox_recall_down();
		key_out = 0;
		break;
	}

	// if we're supposed to be checking our own scroll buttons
	if((Chatbox_mode_flags & CHATBOX_FLAG_BUTTONS) && (Chatbox_mode_flags & CHATBOX_FLAG_DRAW_BOX)){
		if ( Chatbox_buttons[gr_screen.res][CHATBOX_SCROLL_UP].button.pressed() ) {
			chatbox_scroll_up();
		}

		if ( Chatbox_buttons[gr_screen.res][CHATBOX_SCROLL_DOWN].button.pressed() ) {
			chatbox_scroll_down();
		}

		if ( Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].button.pressed() ){
			chatbox_toggle_size();
		}
	}

	// check to see if the enter text button has been pressed
	if ( Chat_enter_text.pressed() ) {
		Chat_inputbox.set_focus();
	}

	// check to see if the current input text needs to be split up and sent automaticall
	chatbox_autosplit_line();	

	return key_out;
}
コード例 #7
0
// "lose" the focus on the chatbox inputbox
void chatbox_lose_focus()
{
	if(!Chatbox_created){
		return;
	}

	// clear the focus on the inputbox
	Chat_inputbox.clear_focus();
}
コード例 #8
0
// automatically split up any input text, send it, and leave the remainder 
void chatbox_autosplit_line()
{
	char *remainder,msg[150];
	int msg_pixel_width;
	
	// if the chat line is getting too long, fire off the message, putting the last
	// word on the next input line.
	memset(msg,0,150);
	Chat_inputbox.get_text(msg);
	remainder = "";
	// determine if the width of the string in pixels is > than the inputbox width -- if so,
	// then send the message
	gr_get_string_size(&msg_pixel_width, NULL, msg);
	// if ( msg_pixel_width >= (Chatbox_inputbox_w - Player->short_callsign_width) ) {
	if ( msg_pixel_width >= (Chatbox_inputbox_w - 25)) {
		remainder = strrchr(msg, ' ');
		if ( remainder ) {
			*remainder = '\0';
			remainder++;
		} else {
			remainder = "";
		}	
		// if I'm the server, then broadcast the packet		
		chatbox_recall_add(msg);
  		send_game_chat_packet(Net_player, msg, MULTI_MSG_ALL,NULL);
		chatbox_add_line(msg, MY_NET_PLAYER_NUM);

		// display any remainder of text on the next line
		Chat_inputbox.set_text(remainder);
	} else if((Chat_inputbox.pressed() && (strlen(msg) > 0)) || (strlen(msg) >= CHATBOX_MAX_LEN)) { 
		// tack on the null terminator in the boundary case
		int x = strlen(msg);
		if(x >= CHATBOX_MAX_LEN){
			msg[CHATBOX_MAX_LEN-1] = '\0';
		}		
		// if I'm the server, then broadcast the packet		
		chatbox_recall_add(msg);
  		send_game_chat_packet(Net_player, msg, MULTI_MSG_ALL,NULL);
		chatbox_add_line(msg, MY_NET_PLAYER_NUM);

		// display any remainder of text on the next line
		Chat_inputbox.set_text(remainder);		
	}	
}
コード例 #9
0
int player_select_create_new_pilot()
{
	int idx;

	// make sure we haven't reached the max
	if (Player_select_num_pilots >= MAX_PILOTS) {
		gamesnd_play_iface(SND_GENERAL_FAIL);
		return 0;
	}

	int play_scroll_sound = 1;

	if ( play_scroll_sound ) {
		gamesnd_play_iface(SND_SCROLL);
	}

	idx = Player_select_num_pilots;	

	// move all the pilots in the list up
	while (idx--) {
		strcpy(Pilots[idx + 1], Pilots[idx]);
	}

	// by default, set the default netgame protocol to be VMT
	Multi_options_g.protocol = NET_TCP;

	// select the beginning of the list
	Player_select_pilot = 0;
	Player_select_num_pilots++;
	Pilots[Player_select_pilot][0] = 0;
	Player_select_list_start= 0;

	// set us to be in input mode
	player_select_set_input_mode(1);

	// set the input box to have focus
	Player_select_input_box.set_focus();
	Player_select_input_box.set_text("");
	Player_select_input_box.update_dimensions(Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1], Choose_list_coords[gr_screen.res][2], gr_get_font_height());	

	return 1;
}
コード例 #10
0
void barracks_set_callsign_enter_mode(bool set_callsign_enter_mode)
{
	// set global mode variable
	Barracks_callsign_enter_mode = set_callsign_enter_mode;

	// disable/enable all buttons
	for (int idx=0; idx<BARRACKS_NUM_BUTTONS; idx++) {
		// don't ever mess with the prev and next squad logo buttons
		if((idx != B_SQUAD_PREV_BUTTON) && (idx != B_SQUAD_NEXT_BUTTON)){
			Buttons[gr_screen.res][idx].button.enable(!set_callsign_enter_mode);
		}
	}

	// enable/disable hotkeys
	barracks_set_hotkeys(!set_callsign_enter_mode);
	// disable/enable inputbox
	Inputbox.enable(set_callsign_enter_mode);
	// hide/unhide inputbox
	Inputbox.hide(!set_callsign_enter_mode);
}
コード例 #11
0
// creates a new pilot file
void pilot_manage_create_new_pilot()//UI_INPUTBOX *Inputbox)
{
	// check if too many pilots
	if (Num_pilots >= MAX_PILOTS) {
		gamesnd_play_iface(SND_GENERAL_FAIL);
		return;
	}

	// play sound for pilot creation
	gamesnd_play_iface(SND_SCROLL);
	
	// only write pilot file if there is an active pilot
	if (strlen(Player->callsign)) {
		write_pilot_file();
	}

	// move other pilot names and ranks down to make room for the new one
	int idx = Num_pilots;
	Assert(Num_pilots >= 0);
	while (idx--) {
		strcpy(Pilots[idx + 1], Pilots[idx]);
		Pilot_ranks[idx + 1] = Pilot_ranks[idx];
	}

	Selected_line = 0;
	Num_pilots++;
	Pilots[Selected_line][0] = 0;
	Pilot_ranks[Selected_line] = 0;
	List_scroll_offset = 0;

	// set mode to accept pilot name text
	pilot_manage_set_callsign_enter_mode(true);
	// set focus to input box
	Inputbox.set_focus();
	// set initial pilot name to ""
	Inputbox.set_text("");
	// reset size of input box to only 1 line
	Inputbox.update_dimensions(Pilot_manage_list_coords[gr_screen.res][PM_X_COORD], Pilot_manage_list_coords[gr_screen.res][PM_Y_COORD], Pilot_manage_list_coords[gr_screen.res][PM_W_COORD], gr_get_font_height());
	
  }
コード例 #12
0
void player_select_set_input_mode(int n)
{
	int i;

	// set the input mode
	Player_select_input_mode = n;

	// enable all the player select buttons
	for (i=0; i<NUM_PLAYER_SELECT_BUTTONS; i++) {
		Player_select_buttons[gr_screen.res][i].button.enable(!n);
	}

	Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(n ? -1 : KEY_ENTER);
	Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].button.set_hotkey(n ? -1 : KEY_C);

	// enable the player select input box
	if (Player_select_input_mode) {
		Player_select_input_box.enable();
		Player_select_input_box.unhide();
	} else {
		Player_select_input_box.hide();
		Player_select_input_box.disable();
	}
}
コード例 #13
0
// automatically split up any input text, send it, and leave the remainder 
void chatbox_autosplit_line()
{
	char *remainder,msg[150];
	char temp[150];
	int msg_pixel_width;
	int target, target_length = -1; 
	
	// if the chat line is getting too long, fire off the message, putting the last
	// word on the next input line.
	memset(msg,0,150);
	Chat_inputbox.get_text(msg);
	remainder = "";

	// check if this message is supposed to have a recipient
	target = chatbox_get_msg_target_type(msg); 
	target_length = chatbox_get_msg_target_length(msg); 

	// determine if the width of the string in pixels is > than the inputbox width -- if so,
	// then send the message
	gr_get_string_size(&msg_pixel_width, NULL, msg);
	// if ( msg_pixel_width >= (Chatbox_inputbox_w - Player->short_callsign_width) ) {
	if ( msg_pixel_width >= (Chatbox_inputbox_w - 25)) {
		remainder = strrchr(msg, ' ');
		if ( remainder ) {
			*remainder = '\0';
			remainder++;
		} else {
			remainder = "";
		}	
		// if I'm the server, then broadcast the packet		
		chatbox_recall_add(msg);

		if (target != MULTI_MSG_EXPR) {
  			send_game_chat_packet(Net_player, msg, target);
		}
		else {
			// copy the name of the player the message is being sent to
			strncpy(temp, msg+1, target_length-2);
			temp[target_length-2] = '\0';
			send_game_chat_packet(Net_player, msg, target, NULL, temp);
		}
		chatbox_add_line(msg, MY_NET_PLAYER_NUM);

		if (target != MULTI_MSG_ALL) {
			// we need to add the target the message is going to before we add the rest of the string
			strncpy(temp, msg, target_length);
 			temp[target_length] = ' '; 
 			temp[target_length+1] = '\0'; 
			strcat_s(temp, remainder); 
			Chat_inputbox.set_text(temp);
		}
		else {
			// display any remainder of text on the next line
			Chat_inputbox.set_text(remainder);
		}
	} else if((Chat_inputbox.pressed() && (msg[0] != '\0')) || (strlen(msg) >= CHATBOX_MAX_LEN)) { 
		// tack on the null terminator in the boundary case
		int x = strlen(msg);
		if(x >= CHATBOX_MAX_LEN){
			msg[CHATBOX_MAX_LEN-1] = '\0';
		}
	
		// if I'm the server, then broadcast the packet		
		chatbox_recall_add(msg);
		if (target != MULTI_MSG_EXPR) {
  			send_game_chat_packet(Net_player, msg, target);
		}
		else {
			// copy the name of the player the message is being sent to
			strncpy(temp, msg+1, target_length-2);
			temp[target_length-2] = '\0';
			send_game_chat_packet(Net_player, msg, target, NULL, temp);
		}

		chatbox_add_line(msg, MY_NET_PLAYER_NUM);

		// display any remainder of text on the next line
		Chat_inputbox.set_text(remainder);		
	}	
}
コード例 #14
0
void pilot_manage_do(void)
{
	int k = Ui_window.process();
	int i;

	
	if ( k > 0 ) {
// put back in when overlay stuff is fixed
		//		if ( help_overlay_active(PILOT_MANAGE_OVERLAY) ) {
//			help_overlay_set_state(PILOT_MANAGE_OVERLAY,0);
//			k = 0;
//		}
	}

	
	switch (k)
	{
		case KEY_ESC:  // cancel only if not trying to enter a pilot name
			if (!pilot_manage_callsign_enter_mode)
				gameseq_post_event(GS_EVENT_BARRACKS_MENU);//GS_EVENT_PREVIOUS_STATE
			break;
	} // end switch
	
	int prospective_pilot = -1;
	// Entering pilot callsign
	if (pilot_manage_callsign_enter_mode) {
		// set focus to inputbox
		Inputbox.set_focus();

		switch (k) {
			case KEY_ESC:
				// cancel create pilot
				Num_pilots--;
				for (i=0; i<Num_pilots; i++) {
					strcpy(Pilots[i], Pilots[i + 1]);
					Pilot_ranks[i] = Pilot_ranks[i + 1];
				}

				pilot_manage_set_callsign_enter_mode(false);
				break;
			
					
			case KEY_ENTER: 
				pilot_manage_accept_new_pilot_callsign();
				break;
		} 
	} 

	// process buttons
		for (i=0; i<PM_NUM_BUTTONS; i++) {
			if (Buttons[gr_screen.res][i].button.pressed()) {
				pilot_manage_button_pressed(i);
			}
		}
	
	// pilot that mouse is over

// if mouse is over a pilot, find index into Pilots array
	if (List_region.is_mouse_on()) {
		int y;
		List_region.get_mouse_pos(NULL, &y);
		int pilot_index = List_scroll_offset + (y / gr_get_font_height());
		if ((pilot_index >= 0) && (pilot_index < Num_pilots)) {
			prospective_pilot = pilot_index;
		}
	}
		
	// if mouse clicked in list region, find index into Pilots array 
	if (List_region.pressed()) {
		if (prospective_pilot != -1) {
			Selected_line = prospective_pilot;
			gamesnd_play_iface(SND_USER_SELECT);
		}
	}

	gr_reset_clip();	
	GR_MAYBE_CLEAR_RES(Background_bitmap);
	if (Background_bitmap >= 0) {
		gr_set_bitmap(Background_bitmap);
		gr_bitmap(0, 0);	
	}
		
	Ui_window.draw();

	 //light up the correct mode button (single or multi)	
	if (Player_sel_mode == PLAYER_SELECT_MODE_SINGLE) {
		Buttons[gr_screen.res][PM_SINGLE_MODE_BUTTON].button.draw_forced(2);
	} else {
		Buttons[gr_screen.res][PM_MULTI_MODE_BUTTON].button.draw_forced(2);
	}	

	pilot_manage_display_pilot_callsigns(prospective_pilot);

	pilot_manage_force_button_frame();
	pilot_manage_maybe_show_button_text();

// needs to be fixed	help_overlay_maybe_blit(PILOT_MANAGE_OVERLAY);
	
	gr_flip();
}
コード例 #15
0
// return if the inputbox was pressed - "clicked on"
int chatbox_pressed()
{
	return Chat_inputbox.pressed();
}
コード例 #16
0
// grab the focus for the chatbox inputbox
void chatbox_set_focus()
{
	Chat_inputbox.set_focus();
}
コード例 #17
0
// return if the inputbox for the chatbox currently has focus
int chatbox_has_focus()
{
	return Chat_inputbox.has_focus();
}
コード例 #18
0
// init the Popup window
int popup_init(popup_info *pi, int flags)
{
	int					i;
	UI_BUTTON			*b;
	popup_background	*pbg;
	char					*fname;

	if(pi->nchoices == 0){
		pbg = &Popup_background[gr_screen.res][0];
	} else {
		pbg = &Popup_background[gr_screen.res][pi->nchoices-1];
	}

	// anytime in single player, and multiplayer, not in mission, go ahead and stop time
	if ( (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) ){
		game_stop_time();
	}

	// create base window
	Popup_window.create(pbg->coords[0], pbg->coords[1], Popup_text_coords[gr_screen.res][2]+100, Popup_text_coords[gr_screen.res][3]+50, 0);
	Popup_window.set_foreground_bmap(pbg->filename);

	// create buttons
	for (i=0; i<pi->nchoices; i++) {
		b = &Popup_buttons[i];
		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i+1][0], Button_coords[gr_screen.res][i+1][1], 30, 25, 0, 1);
		} else {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i][0], Button_coords[gr_screen.res][i][1], 30, 25, 0, 1);
		}

		fname = popup_get_button_filename(pi, i, flags);
		b->set_bmaps(fname, 3, 0);
		b->set_highlight_action(common_play_highlight_sound);
		if ( pi->keypress[i] >= 0 ) {
			b->set_hotkey(pi->keypress[i]);
		}

		// create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized
		int lx, w, h;

		gr_get_string_size(&w, &h, pi->button_text[i]);
		lx = Button_regions[gr_screen.res][i][0] - w;
		b = &Popup_button_regions[i];	

		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i+1][1], Button_regions[gr_screen.res][i+1][2]-lx, Button_regions[gr_screen.res][i+1][3]-Button_regions[gr_screen.res][i+1][1], 0, 1);
		} else {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i][1], Button_regions[gr_screen.res][i][2]-lx, Button_regions[gr_screen.res][i][3]-Button_regions[gr_screen.res][i][1], 0, 1);
		}

		b->hide();
	}

	// webcursor setup
	if (Web_cursor_bitmap >= 0) {
		if (flags & PF_WEB_CURSOR_1) {
			Popup_buttons[1].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
		if (flags & PF_WEB_CURSOR_2) {
			Popup_buttons[2].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
	}

	// if this is an input popup, create and center the popup
	if(flags & PF_INPUT){
		Popup_input.create(&Popup_window, Popup_text_coords[gr_screen.res][0], pbg->coords[1] + Popup_input_y_offset[gr_screen.res], Popup_text_coords[gr_screen.res][2], pi->max_input_text_len, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_TEXT_CEN);
		Popup_input.set_focus();
	}	
	
	Popup_default_choice=0;
	Popup_should_die = 0;

	if (flags & PF_RUN_STATE) {
		Popup_running_state = 1;
	} else {
		Popup_running_state = 0;
	}

	popup_split_lines(pi, flags);

	// create the popup slider (which we may not need to use
	Popup_slider.create(&Popup_window, Popup_slider_coords[gr_screen.res][0], Popup_slider_coords[gr_screen.res][1], Popup_slider_coords[gr_screen.res][2], Popup_slider_coords[gr_screen.res][3], pi->nlines > Popup_max_display[gr_screen.res] ? pi->nlines - Popup_max_display[gr_screen.res] : 0,
								Popup_slider_name[gr_screen.res], popup_slider_bogus, popup_slider_bogus, NULL);

	return 0;
}
コード例 #19
0
// exit: -1						=>	error
//			0..nchoices-1		=> choice
int popup_do(popup_info *pi, int flags)
{
	int screen_id, choice = -1, done = 0;

	if ( popup_init(pi, flags) == -1 ){
		return -1;
	}

	screen_id = gr_save_screen();

	int old_max_w_unscaled = gr_screen.max_w_unscaled;
	int old_max_h_unscaled = gr_screen.max_h_unscaled;
	int old_max_w_unscaled_zoomed = gr_screen.max_w_unscaled_zoomed;
	int old_max_h_unscaled_zoomed = gr_screen.max_h_unscaled_zoomed;

	gr_reset_screen_scale();

	while(!done) {
		int k;

		os_poll();

		// if we were killed by a call to popup_kill_any_active(), kill the popup
		if(Popup_should_die){
			choice = -1;
			break;
		}

		// if we're flagged as should be running the state underneath, then do so
		if(flags & PF_RUN_STATE){
			game_do_state(gameseq_get_state());
		}
		// otherwise just run the common functions (for networking,etc)
		else {
			game_set_frametime(-1);
			game_do_state_common(gameseq_get_state(),flags & PF_NO_NETWORKING);	// do stuff common to all states 
		}

		k = Popup_window.process();						// poll for input, handle mouse
		choice = popup_process_keys(pi, k, flags);
		if ( choice != POPUP_NOCHANGE ) {
			done=1;
		}

		if ( !done ) {
			choice = popup_check_buttons(pi);
			if ( choice != POPUP_NOCHANGE ) {
				done=1;
			}
		}

		// don't draw anything 
		if(!(flags & PF_RUN_STATE)){
			gr_restore_screen(screen_id);
		}

		// if this is an input popup, store the input text
		if(flags & PF_INPUT){
			Popup_input.get_text(pi->input_text);
		}

		Popup_window.draw();
		popup_force_draw_buttons(pi);
		popup_draw_msg_text(pi, flags);
		popup_draw_button_text(pi, flags);
		gr_flip();
	}

	gr_set_screen_scale(old_max_w_unscaled, old_max_h_unscaled, old_max_w_unscaled_zoomed, old_max_h_unscaled_zoomed);

	popup_close(pi,screen_id);
	return choice;
}
コード例 #20
0
// -----------------------------------------------------------------------------
void barracks_do_frame(float frametime)
{
	int k = Ui_window.process();

	if ( k > 0 ) {
		if ( help_overlay_active(Barracks_overlay_id) ) {
			help_overlay_set_state(Barracks_overlay_id,gr_screen.res,0);
			k = 0;
		}
	}

	// pilot that mouse is over
	int prospective_pilot = -1;
	int i;

	// Entering pilot callsign
	if (Barracks_callsign_enter_mode) {
		// set focus to inputbox
		Inputbox.set_focus();

		switch (k) {
			case KEY_ESC:
				// cancel create pilot
				Num_pilots--;
				for (i=0; i<Num_pilots; i++) {
					strcpy(Pilots[i], Pilots[i + 1]);
					Pilot_ranks[i] = Pilot_ranks[i + 1];
				}

				barracks_set_callsign_enter_mode(false);
				break;

			case KEY_ENTER: 
				barracks_accept_new_pilot_callsign();
				break;
		} 
	} else {
		// not entering pilot callsign
		switch (k) {
			case KEY_ENTER:
				if (barracks_new_pilot_selected()) {
					gamesnd_play_iface(SND_GENERAL_FAIL);
				} else {
					gamesnd_play_iface(SND_USER_SELECT);
				}
				break;

			case KEY_ESC:  // cancel
				if (!help_overlay_active(Barracks_overlay_id)) {
					if (Num_pilots && !barracks_pilot_accepted()) {
						gameseq_post_event(GS_EVENT_MAIN_MENU);
					} else {
						gamesnd_play_iface(SND_GENERAL_FAIL);
					}
				} else {
					// kill the overlay
					help_overlay_set_state(Barracks_overlay_id,gr_screen.res,0);
				}
				break;

			case KEY_TAB:  // switch mode (simgle/multi)
				if ( Networking_disabled ) {
					game_feature_disabled_popup();
					break;
				}

				if (Player_sel_mode == PLAYER_SELECT_MODE_SINGLE) {
					Cur_pilot->flags |= PLAYER_FLAGS_IS_MULTI;
					Pilot.save_player(Cur_pilot);
					barracks_init_player_stuff(PLAYER_SELECT_MODE_MULTI);
				} else {
					// make sure we don't carry over the multi flag
					Cur_pilot->flags &= ~PLAYER_FLAGS_IS_MULTI;
					Pilot.save_player(Cur_pilot);
					barracks_init_player_stuff(PLAYER_SELECT_MODE_SINGLE);
				}

				gamesnd_play_iface(SND_USER_SELECT);
				break;

			case KEY_F1:  // show help overlay
				gamesnd_play_iface(SND_HELP_PRESSED);
				break;

			case KEY_F2:  // goto options screen
				gamesnd_play_iface(SND_SWITCH_SCREENS);
				gameseq_post_event(GS_EVENT_OPTIONS_MENU);
				break;
		}	// end switch

		// process buttons
		for (i=0; i<BARRACKS_NUM_BUTTONS; i++) {
			if (Buttons[gr_screen.res][i].button.pressed()) {
				barracks_button_pressed(i);
			}
		}

		// if mouse is over a pilot, find index into Pilots array
		if (List_region.is_mouse_on()) {
			int y;
			List_region.get_mouse_pos(NULL, &y);
			int pilot_index = List_scroll_offset + (y / gr_get_font_height());
			if ((pilot_index >= 0) && (pilot_index < Num_pilots)) {
				prospective_pilot = pilot_index;
			}
		}
		
		// if mouse clicked in list region, find index into Pilots array 
		if (List_region.pressed()) {
			if (prospective_pilot != -1) {
				Selected_line = prospective_pilot;
				gamesnd_play_iface(SND_USER_SELECT);
			}
		}
	}

	// check mouse over help
	if (mouse_down(MOUSE_LEFT_BUTTON)) {
		help_overlay_set_state(Barracks_overlay_id, gr_screen.res, 0);
	}

	// do pilot pic stuff
	if ((Pic_number >= 0) && (Pic_number < Num_pilot_images)) {
		if (Pilot_images[Pic_number] == BARRACKS_IMAGE_NOT_LOADED) {  // haven't tried loading it yet
			Pilot_images[Pic_number] = bm_load(Pilot_image_names[Pic_number]);
			if (Pilot_images[Pic_number] >= 0) {
				int w, h;

				bm_get_info(Pilot_images[Pic_number], &w, &h, NULL);
				// check for invalid pilot pic file
				if ((w != PLAYER_PILOT_PIC_W) || (h != PLAYER_PILOT_PIC_H)) {
					bm_release(Pilot_images[Pic_number]);
					Pilot_images[Pic_number] = -1;
				}
			}
		}		
	} else {
		Pic_number = -1;
	}

	// do squad pic stuff
	if ((Pic_squad_number >= 0) && (Pic_squad_number < Num_pilot_squad_images)) {
		if (Pilot_squad_images[Pic_squad_number] == BARRACKS_IMAGE_NOT_LOADED) {  // haven't tried loading it yet
			Pilot_squad_images[Pic_squad_number] = bm_load_duplicate(Pilot_squad_image_names[Pic_squad_number]);
			if (Pilot_squad_images[Pic_squad_number] >= 0) {
				int w, h;

				bm_get_info(Pilot_squad_images[Pic_squad_number], &w, &h, NULL);
				// check for invalid pilot pic file
				if ((w != PLAYER_SQUAD_PIC_W) || (h != PLAYER_SQUAD_PIC_H)) {
					bm_release(Pilot_squad_images[Pic_squad_number]);
					Pilot_squad_images[Pic_squad_number] = -1;
				}
			}
		}
	} else {
		Pic_squad_number = -1;
	}

	// draw the background, etc
	gr_reset_clip();	
	GR_MAYBE_CLEAR_RES(Background_bitmap);
	if (Background_bitmap >= 0) {
		gr_set_bitmap(Background_bitmap);
		gr_bitmap(0, 0, GR_RESIZE_MENU);	
	}		

	// draw pilot image and clean up afterwards
	barracks_draw_pilot_pic();
	barracks_draw_squad_pic();

	// draw the window	
	Ui_window.draw();	

	// light up the correct mode button (single or multi)	
	if (Player_sel_mode == PLAYER_SELECT_MODE_SINGLE) {
		Buttons[gr_screen.res][B_PILOT_SINGLE_MODE_BUTTON].button.draw_forced(2);
	} else {
		Buttons[gr_screen.res][B_PILOT_MULTI_MODE_BUTTON].button.draw_forced(2);
	}	

	// write out pilot call signs
	barracks_display_pilot_callsigns(prospective_pilot);

	// write out current pilot stats
	barracks_display_pilot_stats();

	// blit help overlay if active
	help_overlay_maybe_blit(Barracks_overlay_id, gr_screen.res);
	
	// flip the page
	gr_flip();
}
コード例 #21
0
// -----------------------------------------------------------------------------
void barracks_init()
{
	//Set these to null, 'cause they aren't allocated yet.
	Stat_labels = NULL;
	Stats = NULL;

	UI_WINDOW *w = &Ui_window;

	// save current pilot file, so we don't possibly loose it.
	Pilot.save_player();

	// create interface
	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Barracks_bitmap_mask_fname[gr_screen.res]);

	// load background bitmap
	Background_bitmap = bm_load(Barracks_bitmap_fname[gr_screen.res]);
	if(Background_bitmap < 0){
		// we failed to load the bitmap - this is very bad
		Int3();
	}

	// create buttons
	int i;
	for (i=0; i<BARRACKS_NUM_BUTTONS; i++) {
		// create the object
		Buttons[gr_screen.res][i].button.create(&Ui_window, "", Buttons[gr_screen.res][i].x, Buttons[gr_screen.res][i].y, 60, 30, Buttons[gr_screen.res][i].repeat, 1);

		// set the sound to play when highlighted
		Buttons[gr_screen.res][i].button.set_highlight_action(common_play_highlight_sound);

		// set the ani for the button
		Buttons[gr_screen.res][i].button.set_bmaps(Buttons[gr_screen.res][i].filename);

		// set the hotspot
		Buttons[gr_screen.res][i].button.link_hotspot(Buttons[gr_screen.res][i].hotspot);
	}

	// add all strings	
	w->add_XSTR("Create", 1034, Buttons[gr_screen.res][0].text_x,  Buttons[gr_screen.res][0].text_y, &Buttons[gr_screen.res][0].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Accept", 1035, Buttons[gr_screen.res][5].text_x,  Buttons[gr_screen.res][5].text_y, &Buttons[gr_screen.res][5].button, UI_XSTR_COLOR_PINK);
	w->add_XSTR("Help",   928, Buttons[gr_screen.res][6].text_x,  Buttons[gr_screen.res][6].text_y, &Buttons[gr_screen.res][6].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Options",1036, Buttons[gr_screen.res][7].text_x,  Buttons[gr_screen.res][7].text_y, &Buttons[gr_screen.res][7].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Medals", 1037, Buttons[gr_screen.res][8].text_x,  Buttons[gr_screen.res][8].text_y, &Buttons[gr_screen.res][8].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Remove", 1038, Buttons[gr_screen.res][11].text_x,  Buttons[gr_screen.res][11].text_y, &Buttons[gr_screen.res][11].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Select", 1552, Buttons[gr_screen.res][12].text_x,  Buttons[gr_screen.res][12].text_y, &Buttons[gr_screen.res][12].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Clone",  1040, Buttons[gr_screen.res][13].text_x,  Buttons[gr_screen.res][13].text_y, &Buttons[gr_screen.res][13].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Single", 1041, Buttons[gr_screen.res][14].text_x,  Buttons[gr_screen.res][14].text_y,  &Buttons[gr_screen.res][14].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Multi",  1042, Buttons[gr_screen.res][15].text_x,  Buttons[gr_screen.res][15].text_y,  &Buttons[gr_screen.res][15].button, UI_XSTR_COLOR_GREEN);
//	w->add_XSTR("Convert",1043, Buttons[gr_screen.res][16].text_x,  Buttons[gr_screen.res][16].text_y, &Buttons[gr_screen.res][16].button, UI_XSTR_COLOR_GREEN);	
	for(i=0; i<BARRACKS_NUM_TEXT; i++) {
		w->add_XSTR(&Barracks_text[gr_screen.res][i]);
	}

	// button for selecting pilot
	List_region.create(&Ui_window, "", Barracks_list_coords[gr_screen.res][BARRACKS_X_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_Y_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_W_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_H_COORD], 0, 1);
	List_region.hide();

	// create input box (for new pilot)
	Inputbox.create(&Ui_window, Barracks_list_coords[gr_screen.res][BARRACKS_X_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_Y_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_W_COORD], CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST);
	Inputbox.set_valid_chars(VALID_PILOT_CHARS);
	Inputbox.disable();
	Inputbox.hide();

	// load in help overlay bitmap	
	Barracks_overlay_id = help_overlay_get_index(BARRACKS_OVERLAY);
	help_overlay_set_state(Barracks_overlay_id,gr_screen.res,0);

	// other init stuff
	Barracks_callsign_enter_mode = 0;	
	List_scroll_offset = Stats_scroll_offset = Pic_number = Pic_squad_number = Selected_line = 0;
	Cur_pilot = &Players[Player_num];

	// disable squad logo selection buttons in single player
	if(!(Cur_pilot->flags & PLAYER_FLAGS_IS_MULTI)){
		// squad logo picture buttons		
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.hide();
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.disable();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.hide();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.disable();
	} else {
		// squad logo picture buttons		
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.enable();
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.unhide();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.enable();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.unhide();		
	}

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	barracks_set_hotkeys(1);

	// load ramp pips
	Rank_pips_bitmaps = bm_load_animation("IconRankMini.ani", &Rank_pips_count);	

	// load up the pilot pic list
	pilot_load_pic_list();	
	pilot_load_squad_pic_list();
	
	// don't load pilot images yet
	for (i=0; i<MAX_PILOT_IMAGES; i++) {
		Pilot_images[i] = BARRACKS_IMAGE_NOT_LOADED;  // while -1 is can't load
		Pilot_squad_images[i] = BARRACKS_IMAGE_NOT_LOADED;
	}
	
	// init stats
	barracks_init_stats(&Cur_pilot->stats);
	
	// base the mode we're in (single or multi) on the status of the currently selected pilot
	barracks_init_player_stuff((Game_mode & GM_MULTIPLAYER) == GM_MULTIPLAYER);
}
コード例 #22
0
void player_select_process_input(int k)
{
	char buf[CALLSIGN_LEN + 1];
	int idx,z;

	// if the player is in the process of typing in a new pilot name...
	switch (k) {
	// cancel create pilot
	case KEY_ESC:
		player_select_cancel_create();
		break;

	// accept a new pilot name
	case KEY_ENTER:
		Player_select_input_box.get_text(buf);
		drop_white_space(buf);
		z = 0;
		if (!isalpha(*buf)) {
			z = 1;
		} else {
			for (idx=1; buf[idx]; idx++) {
				if (!isalpha(buf[idx]) && !isdigit(buf[idx]) && !strchr(VALID_PILOT_CHARS, buf[idx])) {
					z = 1;
					break;
				}
			}
		}

		for (idx=1; idx<Player_select_num_pilots; idx++) {
			if (!stricmp(buf, Pilots[idx])) {
				// verify if it is ok to overwrite the file
				if (pilot_verify_overwrite() == 1) {
					// delete the pilot and select the beginning of the list
					Player_select_pilot = idx;
					player_select_delete_pilot();
					Player_select_pilot = 0;
					idx = Player_select_num_pilots;
					z = 0;

				} else
					z = 1;

				break;
			}
		}

		if (!*buf || (idx < Player_select_num_pilots)) {
			z = 1;
		}

		if (z) {
			gamesnd_play_iface(SND_GENERAL_FAIL);
			break;
		}

		// Create the new pilot, and write out his file
		strcpy(Pilots[0], buf);

		// if this is the first guy, we should set the Player struct
		if (Player == NULL) {
			Player = &Players[0];
			Player->reset();
			Player->flags |= PLAYER_FLAGS_STRUCTURE_IN_USE;
		}

		strcpy_s(Player->callsign, buf);
		init_new_pilot(Player, !Player_select_clone_flag);

		// set him as being a multiplayer pilot if we're in the correct mode
		if (Player_select_mode == PLAYER_SELECT_MODE_MULTI) {
			Player->flags |= PLAYER_FLAGS_IS_MULTI;
			Player->stats.flags |= STATS_FLAG_MULTIPLAYER;
		}

		// create his pilot file
		Pilot.save_player(Player);

		// unset the player
		Player->reset();
		Player = NULL;

		// make this guy the selected pilot and put him first on the list
		Player_select_pilot = 0;

		// unset the input mode
		player_select_set_input_mode(0);

		// clear any pending bottom text
		player_select_set_bottom_text("");

		// clear any pending middle text
		player_select_set_middle_text("");

		// ungray all the controls
		player_select_set_controls(0);

		// evaluate whether or not this is the very first pilot
		player_select_eval_very_first_pilot();
		break;

	case 0:
		break;

	// always kill middle text when a char is pressed in input mode
	default:
		player_select_set_middle_text("");
		break;
	}
}
コード例 #23
0
// initialize all chatbox details with the given mode flags
int chatbox_create(int mode_flags)
{
	int idx;
	
	// don't do anything if the chatbox is already initialized
	if (Chatbox_created){
		return -1;
	}

	// probably shouldn't be using the chatbox in single player mode
	Assert(Game_mode & GM_MULTIPLAYER);

	// setup all data to correspond to our mode flags
	chatbox_set_mode(mode_flags);
	
	// initialize all low-level details related to chatting
	chatbox_chat_init();		

	// attempt to load in the chatbox background bitmap
	if(Chatbox_mode_flags & CHATBOX_FLAG_DRAW_BOX){
		Chatbox_big_bitmap = bm_load(Chatbox_big_bitmap_fname[gr_screen.res]);
		Chatbox_small_bitmap = bm_load(Chatbox_small_bitmap_fname[gr_screen.res]);
		Chatbox_mp_bitmap = bm_load(Chatbox_p_bitmap_fname[gr_screen.res]);
		
		if(Chatbox_mode_flags & CHATBOX_FLAG_SMALL){
			Chatbox_bitmap = Chatbox_small_bitmap;
		} else if(Chatbox_mode_flags & CHATBOX_FLAG_BIG){
			Chatbox_bitmap = Chatbox_big_bitmap;
		} else {
			Chatbox_bitmap = Chatbox_mp_bitmap;
		}

		if((Chatbox_bitmap == -1) || (Chatbox_small_bitmap == -1) || (Chatbox_big_bitmap == -1) || (Chatbox_mp_bitmap == -1)){
			return -1;
		}
	}
	
	// attempt to create the ui window for the chatbox and assign the mask
	Chat_window.create( 0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0 );
	Chat_window.set_mask_bmap(Chatbox_mask);	

   // create the chat text enter input area	
	Chat_inputbox.create( &Chat_window, Chatbox_inputbox_x, Chatbox_textenter_y, Chatbox_inputbox_w, CHATBOX_MAX_LEN, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_EAT_USED, Chatbox_w, Color_netplayer[MY_NET_PLAYER_NUM]);	
	Chat_inputbox.set_focus();
	Chat_inputbox.set_invalid_chars(CHATBOX_INVALID_CHARS);

	// if we're supposed to supply and check for out own buttons
	if((Chatbox_mode_flags & CHATBOX_FLAG_BUTTONS) && (Chatbox_mode_flags & CHATBOX_FLAG_DRAW_BOX)){
		for(idx=0; idx<CHATBOX_NUM_BUTTONS; idx++){
			// create the button			
			Chatbox_buttons[gr_screen.res][idx].button.create(&Chat_window, "", Chatbox_buttons[gr_screen.res][idx].x, Chatbox_buttons[gr_screen.res][idx].y, 60, 30, (idx == CHATBOX_TOGGLE_SIZE) ? 0 : 1);
			
			// set the highlight action
			Chatbox_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);

			// set the bitmap
			Chatbox_buttons[gr_screen.res][idx].button.set_bmaps(Chatbox_buttons[gr_screen.res][idx].filename);

			// set the hotspot
			Chatbox_buttons[gr_screen.res][idx].button.link_hotspot(Chatbox_buttons[gr_screen.res][idx].hotspot);
		}
		
		// now create the toggle size button with the appropriate button
		if(Chatbox_mode_flags & CHATBOX_FLAG_SMALL){
			Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].button.set_bmaps(Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].filename);
		} else {
			Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].button.set_bmaps(Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE+1].filename);
		}
	}

	// an invisible button that will set focus to input box when clicked on
	Chat_enter_text.create( &Chat_window, "", 0, 0, 60, 30, 0);
	Chat_enter_text.hide();					// button doesn't show up
	Chat_enter_text.link_hotspot(50);	

	Chatbox_created = 1;
	return 0;
}
コード例 #24
0
void player_select_do()
{
	int k;

	// Goober5000 - display a popup warning about problems in the mod
	if ((Global_warning_count > 10 || Global_error_count > 0) && !Startup_warning_dialog_displayed) {
		char text[512];
		sprintf(text, "Warning!\n\nThe currently active mod has generated %d warnings and/or errors during program startup.  These could have been caused by anything from incorrectly formated table files to corrupt models.  While FreeSpace Open will attempt to compensate for these issues, it cannot guarantee a trouble-free gameplay experience.  Source Code Project staff cannot provide assistance or support for these problems, as they are caused by the mod's data files, not FreeSpace Open's source code.", Global_warning_count + Global_error_count);
		popup(PF_TITLE_BIG | PF_TITLE_RED | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, text);
		Startup_warning_dialog_displayed = true;
	}
		
	// set the input box at the "virtual" line 0 to be active so the player can enter a callsign
	if (Player_select_input_mode) {
		Player_select_input_box.set_focus();
	}

	// process any ui window stuff
	k = Player_select_window.process();

	if (k) {
		extern void game_process_cheats(int k);
		game_process_cheats(k);
	}

	switch (k) {
		// switch between single and multiplayer modes
		case KEY_TAB: {
			if (Player_select_input_mode) {
				gamesnd_play_iface(SND_GENERAL_FAIL);
				break;
			}

			// play a little sound
			gamesnd_play_iface(SND_USER_SELECT);

			if (Player_select_mode == PLAYER_SELECT_MODE_MULTI) {
				player_select_set_bottom_text(XSTR( "Single-Player Mode", 376));

				// reinitialize as single player mode
				player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE);
			} else if (Player_select_mode == PLAYER_SELECT_MODE_SINGLE) {
				player_select_set_bottom_text(XSTR( "Multiplayer Mode", 377));

				// reinitialize as multiplayer mode
				player_select_init_player_stuff(PLAYER_SELECT_MODE_MULTI);
			}

			break;
		}

		case KEY_ESC: {
			// we can hit ESC to get out of text input mode, and we don't want
			// to set this var in that case since it will crash on a NULL Player
			// ptr when going to the mainhall
			if ( !Player_select_input_mode ) {
				Player_select_no_save_pilot = 1;
			}

			break;
		}
	}

	// draw the player select pseudo-dialog over it
	GR_MAYBE_CLEAR_RES(Player_select_background_bitmap);
	gr_set_bitmap(Player_select_background_bitmap);
	gr_bitmap(0,0,GR_RESIZE_MENU);

	// press the accept button
	if (Player_select_autoaccept) {
		Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button.press_button();
	}
	
	// draw any ui window stuf
	Player_select_window.draw();

	// light up the correct mode button (single or multi)
	if (Player_select_mode == PLAYER_SELECT_MODE_SINGLE) {
		Player_select_buttons[gr_screen.res][SINGLE_BUTTON].button.draw_forced(2);
	} else {
		Player_select_buttons[gr_screen.res][MULTI_BUTTON].button.draw_forced(2);
	}

	// draw the pilot list text
	player_select_draw_list();

	// draw copyright message on the bottom on the screen
	player_select_display_copyright();

	if (!Player_select_input_mode) {
		player_select_process_noninput(k);
	} else {
		player_select_process_input(k);
	}
	
	// draw any pending messages on the bottom or middle of the screen
	player_select_display_all_text();

	gr_flip();
}
コード例 #25
0
// functions for selecting single/multiplayer pilots at the very beginning of FreeSpace
void player_select_init()
{
	int i;
	barracks_buttons *b;
	UI_WINDOW *w;

	// start a looping ambient sound
	main_hall_start_ambient();

	Player_select_force_main_hall = "";

	Player_select_screen_active = 1;

	// create the UI window
	Player_select_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Player_select_window.set_mask_bmap(Player_select_background_mask_bitmap[gr_screen.res]);
	
	// initialize the control buttons
	for (i=0; i<NUM_PLAYER_SELECT_BUTTONS; i++) {
		b = &Player_select_buttons[gr_screen.res][i];

		// create the button
		b->button.create(&Player_select_window, NULL, b->x, b->y, 60, 30, 1, 1);

		// set its highlight action
		b->button.set_highlight_action(common_play_highlight_sound);

		// set its animation bitmaps
		b->button.set_bmaps(b->filename);

		// link the mask hotspot
		b->button.link_hotspot(b->hotspot);
	}

	// add some text
	w = &Player_select_window;
	w->add_XSTR("Create", 1034, Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].xt, Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].yt, &Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].button, UI_XSTR_COLOR_GREEN);	
	w->add_XSTR("Clone", 1040, Player_select_buttons[gr_screen.res][CLONE_BUTTON].xt, Player_select_buttons[gr_screen.res][CLONE_BUTTON].yt, &Player_select_buttons[gr_screen.res][CLONE_BUTTON].button, UI_XSTR_COLOR_GREEN);	
	w->add_XSTR("Remove", 1038, Player_select_buttons[gr_screen.res][DELETE_BUTTON].xt, Player_select_buttons[gr_screen.res][DELETE_BUTTON].yt, &Player_select_buttons[gr_screen.res][DELETE_BUTTON].button, UI_XSTR_COLOR_GREEN);	

	w->add_XSTR("Select", 1039, Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].xt, Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].yt, &Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button, UI_XSTR_COLOR_PINK);	
	w->add_XSTR("Single", 1041, Player_select_buttons[gr_screen.res][SINGLE_BUTTON].xt, Player_select_buttons[gr_screen.res][SINGLE_BUTTON].yt, &Player_select_buttons[gr_screen.res][SINGLE_BUTTON].button, UI_XSTR_COLOR_GREEN);	
	w->add_XSTR("Multi", 1042, Player_select_buttons[gr_screen.res][MULTI_BUTTON].xt, Player_select_buttons[gr_screen.res][MULTI_BUTTON].yt, &Player_select_buttons[gr_screen.res][MULTI_BUTTON].button, UI_XSTR_COLOR_GREEN);	
	for(i=0; i<PLAYER_SELECT_NUM_TEXT; i++) {
		w->add_XSTR(&Player_select_text[gr_screen.res][i]);
	}


	// create the list button text select region
	Player_select_list_region.create(&Player_select_window, "", Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1], Choose_list_coords[gr_screen.res][2], Choose_list_coords[gr_screen.res][3], 0, 1);
	Player_select_list_region.hide();

	// create the pilot callsign input box
	Player_select_input_box.create(&Player_select_window, Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1], Choose_list_coords[gr_screen.res][2] , CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST);
	Player_select_input_box.set_valid_chars(VALID_PILOT_CHARS);
	Player_select_input_box.hide();
	Player_select_input_box.disable();

	// not currently entering any text
	Player_select_input_mode = 0;

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	Player_select_buttons[gr_screen.res][SCROLL_LIST_UP_BUTTON].button.set_hotkey(KEY_UP);
	Player_select_buttons[gr_screen.res][SCROLL_LIST_DOWN_BUTTON].button.set_hotkey(KEY_DOWN);
	Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(KEY_ENTER);
	Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].button.set_hotkey(KEY_C);

	// attempt to load in the background bitmap
	Player_select_background_bitmap = bm_load(Player_select_background_bitmap_name[gr_screen.res]);
	Assert(Player_select_background_bitmap >= 0);

	// load in the palette for the screen
	// Player_select_palette = bm_load(PLAYER_SELECT_PALETTE);
	// Player_select_palette_set = 0;

	// unset the very first pilot data
	Player_select_very_first_pilot = 0;
	Player_select_initial_count = -1;
	memset(Player_select_very_first_pilot_callsign, 0, CALLSIGN_LEN + 2);

//	if(Player_select_num_pilots == 0){
//		Player_select_autoaccept = 1;
//	}

// if we found a pilot
	if ( player_select_get_last_pilot_info() ) {
		if (Player_select_last_is_multi && !Networking_disabled) {
			player_select_init_player_stuff(PLAYER_SELECT_MODE_MULTI);
		} else {
			player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE);
		}
	} else { // otherwise go to the single player mode by default
		player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE);
	}

	if ( (Player_select_num_pilots == 1) && Player_select_input_mode ) {
		Player_select_autoaccept = 1;
	}
}
コード例 #26
0
// process pilot callsign
void barracks_accept_new_pilot_callsign()
{
	char buf[CALLSIGN_LEN + 1];
	char name[MAX_FILENAME_LEN];
	int i;

	int z = 0;
	Inputbox.get_text(buf);
	drop_white_space(buf);

	if (!isalpha(*buf)) {
		z = 1;
	} else {
		for (i=1; buf[i]; i++) {
			if (!isalpha(buf[i]) && !isdigit(buf[i]) && !strchr(VALID_PILOT_CHARS, buf[i])) {
				z = 1;
				return;
			}
		}
	}

	for (i=1; i<Num_pilots; i++) {
		if (!stricmp(buf, Pilots[i])) {
			z = 1;
			if (pilot_verify_overwrite() == 1) {
				strcpy_s(name, Pilots[Selected_line]);
				for (z=i; z<Num_pilots-1; z++) {
					strcpy(Pilots[z], Pilots[z + 1]);
					Pilot_ranks[z] = Pilot_ranks[z + 1];
				}

				Num_pilots--;
				delete_pilot_file(name);
				z = 0;
			}
			return;
		}
	}

	if (!*buf || (i < Num_pilots)) { // duplicate name, alert user
		z = 1;
	}

	if (z) {
		gamesnd_play_iface(SND_GENERAL_FAIL);
		return;
	}

	strcpy(Pilots[0], buf);
	strcpy_s(Cur_pilot->callsign, buf);
	init_new_pilot(Cur_pilot, !Clone_flag);
	
	// again, make sure we set his flags correctly to ensure that he gets saved to the proper directory and gets
	// displayed correctly
	if (Player_sel_mode == PLAYER_SELECT_MODE_SINGLE) {
		Cur_pilot->flags &= ~(PLAYER_FLAGS_IS_MULTI);
	} else {
		Cur_pilot->flags |= PLAYER_FLAGS_IS_MULTI;
		Cur_pilot->stats.flags |= STATS_FLAG_MULTIPLAYER;
	}

	if ( !(Game_mode & GM_STANDALONE_SERVER) ) {
		Pilot.save_player(Cur_pilot);
	}

	Selected_line = 0;
	barracks_new_pilot_selected();
	barracks_set_callsign_enter_mode(false);
}
コード例 #27
0
ファイル: POPUP.CPP プロジェクト: chief1983/Imperial-Alliance
// init the Popup window
int popup_init(popup_info *pi, int flags)
{
	int					i;
	UI_BUTTON			*b;
	popup_background	*pbg;
	char					*fname;
	int state, choice;
	
	// to have those cool holo projection popups we need to find what
	// state the game is then load the appropiate popup graphic for
	// display
	state = gameseq_get_state();

	choice = pi->nchoices - 2;
			if (choice < 0)
				choice = 0;
	//pbg = &Popup_background[gr_screen.res][0][POPUP_DEFAULT];


	switch (state)
	{
	case GS_STATE_INITIAL_PLAYER_SELECT:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_REGDESK];
			
		break;
	case GS_STATE_MAIN_MENU:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_CONCOURSE];

		break;
	case GS_STATE_SIMULATOR_ROOM:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_LOADMISSION];

		break;
	case GS_STATE_PILOT_MANAGE:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_PILOTMANAGE];

		break;

	case GS_STATE_VIEW_CUTSCENES:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_FILMROOM];

		break;

	case GS_STATE_GAME_PLAY:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_FLY];

		break;

	/*case GS_STATE_MULTI_DOGFIGHT_DEBRIEF:
	case GS_STATE_MULTI_JOIN_GAME:
	case GS_STATE_DEBRIEF:
		pbg = &Popup_background[gr_screen.res][choice][POPUP_DEFAULT];

		break;*/
	
	default:
			pbg = &Popup_background[gr_screen.res][choice][POPUP_DEFAULT];

	}
		// anytime in single player, and multiplayer, not in mission, go ahead and stop time
	if ( (Game_mode & GM_NORMAL) || ((Game_mode && GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) ){
		game_stop_time();
	}
	
	// create base window
	Popup_window.create(pbg->coords[0], pbg->coords[1], Popup_text_coords[gr_screen.res][2]+100, Popup_text_coords[gr_screen.res][3]+50, 0);
	Popup_window.set_foreground_bmap(pbg->filename);

	// create buttons
	for (i=0; i<pi->nchoices; i++) {
		b = &Popup_buttons[i];
		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i+1][0], Button_coords[gr_screen.res][i+1][1], 30, 25, 0, 1);
		} else {
			b->create(&Popup_window, "", Button_coords[gr_screen.res][i][0], Button_coords[gr_screen.res][i][1], 30, 25, 0, 1);
		}

		fname = popup_get_button_filename(pi, i, flags);
		b->set_bmaps(fname, 3, 0);
		b->set_highlight_action(common_play_highlight_sound);
		if ( pi->keypress[i] >= 0 ) {
			b->set_hotkey(pi->keypress[i]);
		}

		// create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized
		int lx, w, h;

		gr_get_string_size(&w, &h, pi->button_text[i]);
		lx = Button_regions[gr_screen.res][i][0] - w;
		b = &Popup_button_regions[i];	

		// accommodate single-choice positive icon being positioned differently
		if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i+1][1], Button_regions[gr_screen.res][i+1][2]-lx, Button_regions[gr_screen.res][i+1][3]-Button_regions[gr_screen.res][i+1][1], 0, 1);
		} else {
			b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i][1], Button_regions[gr_screen.res][i][2]-lx, Button_regions[gr_screen.res][i][3]-Button_regions[gr_screen.res][i][1], 0, 1);
		}

		b->hide();
	}

	// webcursor setup
	if (Web_cursor_bitmap >= 0) {
		if (flags & PF_WEB_CURSOR_1) {
			Popup_buttons[1].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
		if (flags & PF_WEB_CURSOR_2) {
			Popup_buttons[2].set_custom_cursor_bmap(Web_cursor_bitmap);
		}
	}

	// if this is an input popup, create and center the popup
	if(flags & PF_INPUT){
		Popup_input.create(&Popup_window, Popup_text_coords[gr_screen.res][0], pbg->coords[1] + Popup_input_y_offset[gr_screen.res], Popup_text_coords[gr_screen.res][2], pi->max_input_text_len, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_TEXT_CEN);
		Popup_input.set_focus();
	}	
	
	Popup_default_choice=0;
	Popup_should_die = 0;

	if (flags & PF_RUN_STATE) {
		Popup_running_state = 1;
	} else {
		Popup_running_state = 0;
	}

	popup_split_lines(pi, flags);

	// create the popup slider (which we may not need to use
	Popup_slider.create(&Popup_window, Popup_slider_coords[gr_screen.res][0], Popup_slider_coords[gr_screen.res][1], Popup_slider_coords[gr_screen.res][2], Popup_slider_coords[gr_screen.res][3], pi->nlines > Popup_max_display[gr_screen.res] ? pi->nlines - Popup_max_display[gr_screen.res] : 0,
								Popup_slider_name[gr_screen.res], popup_slider_bogus, popup_slider_bogus, NULL);

	return 0;
}