void SetupGameTypeFlags() { if( gpEditingItemPool ) { giBothCheckboxButton = CreateCheckBoxButton( 573, 365, "EDITOR//radiobutton.sti", MSYS_PRIORITY_NORMAL, BothModesCheckboxCallback ); SetButtonFastHelpText( giBothCheckboxButton, L"Item appears in both Sci-Fi and Realistic modes. (|B)" ); giRealisticCheckboxButton = CreateCheckBoxButton( 595, 365, "EDITOR//radiobutton.sti", MSYS_PRIORITY_NORMAL, RealisticOnlyCheckboxCallback ); SetButtonFastHelpText( giRealisticCheckboxButton, L"Item appears in |Realistic mode only." ); giSciFiCheckboxButton = CreateCheckBoxButton( 616, 365, "EDITOR//radiobutton.sti", MSYS_PRIORITY_NORMAL, SciFiOnlyCheckboxCallback ); SetButtonFastHelpText( giSciFiCheckboxButton, L"Item appears in |Sci-Fi mode only." ); if( gWorldItems[ gpEditingItemPool->iItemIndex ].usFlags & WORLD_ITEM_REALISTIC_ONLY ) ButtonList[ giRealisticCheckboxButton ]->uiFlags |= (BUTTON_CLICKED_ON | BUTTON_DIRTY); else if( gWorldItems[ gpEditingItemPool->iItemIndex ].usFlags & WORLD_ITEM_SCIFI_ONLY ) ButtonList[ giSciFiCheckboxButton ]->uiFlags |= (BUTTON_CLICKED_ON | BUTTON_DIRTY); else ButtonList[ giBothCheckboxButton ]->uiFlags |= (BUTTON_CLICKED_ON | BUTTON_DIRTY); } }
void CreateFileDialog( UINT16 *zTitle ) { iFDlgState = DIALOG_NONE; DisableEditorTaskbar(); MSYS_DefineRegion( &BlanketRegion, 0, 0, gsVIEWPORT_END_X, gsVIEWPORT_END_Y, MSYS_PRIORITY_HIGH - 5, 0, 0, 0 ); //Okay and cancel buttons iFileDlgButtons[0] = CreateTextButton( L"Okay", FONT12POINT1, FONT_BLACK, FONT_BLACK, BUTTON_USE_DEFAULT, 354, 225, 50, 30, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, FDlgOkCallback ); iFileDlgButtons[1] = CreateTextButton( L"Cancel", FONT12POINT1, FONT_BLACK, FONT_BLACK, BUTTON_USE_DEFAULT, 406, 225, 50, 30, BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, FDlgCancelCallback ); //Scroll buttons iFileDlgButtons[2] = CreateSimpleButton( 426,92,"EDITOR//uparrow.sti", BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, FDlgUpCallback ); iFileDlgButtons[3] = CreateSimpleButton( 426,182,"EDITOR//downarrow.sti", BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH, FDlgDwnCallback ); //File list window iFileDlgButtons[4] = CreateHotSpot( (179+4), (69+3), (179+4+240), (69+120+3), MSYS_PRIORITY_HIGH-1, BUTTON_NO_CALLBACK, FDlgNamesCallback); //Title button iFileDlgButtons[5] = CreateTextButton(zTitle, HUGEFONT, FONT_LTKHAKI, FONT_DKKHAKI, BUTTON_USE_DEFAULT,179,39,281,30,BUTTON_NO_TOGGLE, MSYS_PRIORITY_HIGH-2,BUTTON_NO_CALLBACK,BUTTON_NO_CALLBACK); DisableButton(iFileDlgButtons[5]); SpecifyDisabledButtonStyle( iFileDlgButtons[5], DISABLED_STYLE_NONE ); iFileDlgButtons[6] = -1; if( iCurrentAction == ACTION_SAVE_MAP ) { //checkboxes //The update world info checkbox iFileDlgButtons[6] = CreateCheckBoxButton( 183, 229, "EDITOR//smcheckbox.sti", MSYS_PRIORITY_HIGH, UpdateWorldInfoCallback ); if( gfUpdateSummaryInfo ) ButtonList[ iFileDlgButtons[6] ]->uiFlags |= BUTTON_CLICKED_ON; } //Add the text input fields InitTextInputModeWithScheme( DEFAULT_SCHEME ); //field 1 (filename) AddTextInputField( /*233*/183, 195, 190, 20, MSYS_PRIORITY_HIGH, gzFilename, 30, INPUTTYPE_EXCLUSIVE_DOSFILENAME ); //field 2 -- user field that allows mouse/key interaction with the filename list AddUserInputField( FileDialogModeCallback ); }
void InitDoorEditing( INT32 iMapIndex ) { DOOR *pDoor; if( !DoorAtGridNo( iMapIndex ) && !OpenableAtGridNo( iMapIndex ) ) return; gfEditingDoor = TRUE; iDoorMapIndex = iMapIndex; DisableEditorTaskbar(); MSYS_DefineRegion( &DoorRegion, 0, 0, SCREEN_BUFFER_WIDTH, SCREEN_BUFFER_HEIGHT, MSYS_PRIORITY_HIGH-2, 0, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK ); iDoorButton[ DOOR_BACKGROUND ] = CreateTextButton( 0, 0, 0, 0, BUTTON_USE_DEFAULT, 200, 130, 240, 100, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH - 1, BUTTON_NO_CALLBACK, BUTTON_NO_CALLBACK ); DisableButton( iDoorButton[ DOOR_BACKGROUND ] ); SpecifyDisabledButtonStyle( iDoorButton[ DOOR_BACKGROUND ], DISABLED_STYLE_NONE ); iDoorButton[ DOOR_OKAY ] = CreateTextButton(gzEditorStrings[EDITOR_STR_OKAY], FONT12POINT1, FONT_BLACK, FONT_BLACK, BUTTON_USE_DEFAULT, 330, 195, 50, 30, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, DoorOkayCallback ); iDoorButton[ DOOR_CANCEL ] = CreateTextButton(gzEditorStrings[EDITOR_STR_CANCEL], FONT12POINT1, FONT_BLACK, FONT_BLACK, BUTTON_USE_DEFAULT, 385, 195, 50, 30, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, DoorCancelCallback ); InitTextInputModeWithScheme( DEFAULT_SCHEME ); AddTextInputField( 210, 155, 25, 16, MSYS_PRIORITY_HIGH, L"0", 3, INPUTTYPE_NUMERICSTRICT ); AddTextInputField( 210, 175, 25, 16, MSYS_PRIORITY_HIGH, L"0", 2, INPUTTYPE_NUMERICSTRICT ); AddTextInputField( 210, 195, 25, 16, MSYS_PRIORITY_HIGH, L"0", 2, INPUTTYPE_NUMERICSTRICT ); iDoorButton[ DOOR_LOCKED ] = CreateCheckBoxButton( 210, 215, "EDITOR\\SmCheckbox.sti", MSYS_PRIORITY_HIGH, DoorToggleLockedCallback ); pDoor = FindDoorInfoAtGridNo( iDoorMapIndex ); if( pDoor ) { if( pDoor->fLocked ) { ButtonList[ iDoorButton[ DOOR_LOCKED ] ]->uiFlags |= BUTTON_CLICKED_ON; } SetInputFieldStringWithNumericStrictValue( 0, pDoor->ubLockID ); SetInputFieldStringWithNumericStrictValue( 1, pDoor->ubTrapID ); SetInputFieldStringWithNumericStrictValue( 2, pDoor->ubTrapLevel ); } else { ButtonList[ iDoorButton[ DOOR_LOCKED ] ]->uiFlags |= BUTTON_CLICKED_ON; } }
void SetupTriggersGUI() { UINT16 str[4]; swprintf( str, L"%d", gpItem->bTrap ); AddTextInputField( 485, 365, 25, 15, MSYS_PRIORITY_NORMAL, str, 3, INPUTTYPE_NUMERICSTRICT ); swprintf( str, L"%d", gpItem->ubTolerance ); AddTextInputField( 485, 385, 25, 15, MSYS_PRIORITY_NORMAL, str, 3, INPUTTYPE_NUMERICSTRICT ); if( gpEditingItemPool ) { swprintf( str, L"%d", 100 - gWorldItems[ gpEditingItemPool->iItemIndex ].ubNonExistChance ); AddTextInputField( 485, 440, 25, 15, MSYS_PRIORITY_NORMAL, str, 3, INPUTTYPE_NUMERICSTRICT ); if( gpItem->bFrequency <= PANIC_FREQUENCY && gpItem->bFrequency >= PANIC_FREQUENCY_3 ) { giAlarmTriggerButton = CreateCheckBoxButton( 485, 405, "EDITOR//smCheckBox.sti", MSYS_PRIORITY_NORMAL, AlarmTriggerCheckboxCallback ); SetButtonFastHelpText( giAlarmTriggerButton, L"If the panic trigger is an alarm trigger,\nenemies won't attempt to use it if they\nare already aware of your presence."); if( gpItem->fFlags & OBJECT_ALARM_TRIGGER ) ButtonList[ giAlarmTriggerButton ]->uiFlags |= BUTTON_CLICKED_ON; } } }
INT32 DoChatBox( bool bIncludeChatLog, const STR16 zString, UINT32 uiExitScreen, MSGBOX_CALLBACK ReturnCallback, SGPRect *pCenteringRect ) { VSURFACE_DESC vs_desc; UINT16 usTextBoxWidth; UINT16 usTextBoxHeight; UINT16 usYMargin; SGPRect aRect; UINT32 uiDestPitchBYTES, uiSrcPitchBYTES; UINT8 *pDestBuf, *pSrcBuf; INT16 sButtonX, sButtonY; UINT8 ubMercBoxBackground = BASIC_MERC_POPUP_BACKGROUND, ubMercBoxBorder = BASIC_MERC_POPUP_BORDER; UINT8 ubFontColor, ubFontShadowColor; UINT16 usCursor; INT32 iId = -1; // clear the ouput string memset(gszChatBoxInputString,0,sizeof(CHAR16)*255); gIncludeChatLog = bIncludeChatLog; GetMousePos( &pOldMousePosition ); if (bIncludeChatLog) usYMargin = CHATBOX_Y_MARGIN_LOG; else usYMargin = CHATBOX_Y_MARGIN_NOLOG; //this variable can be unset if ur in a non gamescreen and DONT want the msg box to use the save buffer gfDontOverRideSaveBuffer = TRUE; SetCurrentCursorFromDatabase( CURSOR_NORMAL ); if( gChatBox.BackRegion.uiFlags & MSYS_REGION_EXISTS ) { return( 0 ); } // set style ubMercBoxBackground = DIALOG_MERC_POPUP_BACKGROUND; ubMercBoxBorder = DIALOG_MERC_POPUP_BORDER; // Add button images gChatBox.iButtonImages = LoadButtonImage( "INTERFACE\\popupbuttons.sti", -1,0,-1,1,-1 ); ubFontColor = CHATBOX_FONT_COLOR; ubFontShadowColor = DEFAULT_SHADOW; usCursor = CURSOR_NORMAL; // Use default! aRect.iTop = 0; aRect.iLeft = 0; aRect.iBottom = SCREEN_HEIGHT; aRect.iRight = SCREEN_WIDTH; // Set some values! //gChatBox.usFlags = usFlags; gChatBox.uiExitScreen = uiExitScreen; gChatBox.ExitCallback = ReturnCallback; gChatBox.fRenderBox = TRUE; gChatBox.bHandled = 0; // Init message box if (bIncludeChatLog) // we need a string just long enough to give 1 line, but max length of the box, we render the chatlog over this string so well never see it. DONT DELETE ANY SPACES gChatBox.iBoxId = PrepareMercPopupBox( iId, ubMercBoxBackground, ubMercBoxBorder, L"A string that will be hidden, ", CHATBOX_WIDTH, CHATBOX_X_MARGIN, usYMargin, CHATBOX_Y_MARGIN_BOTTOM, &usTextBoxWidth, &usTextBoxHeight ); else gChatBox.iBoxId = PrepareMercPopupBox( iId, ubMercBoxBackground, ubMercBoxBorder, zString, CHATBOX_WIDTH, CHATBOX_X_MARGIN, usYMargin, CHATBOX_Y_MARGIN_BOTTOM, &usTextBoxWidth, &usTextBoxHeight ); if( gChatBox.iBoxId == -1 ) { #ifdef JA2BETAVERSION AssertMsg( 0, "Failed in DoMessageBox(). Probable reason is because the string was too large to fit in max message box size." ); #endif return 0; } // Save height,width gChatBox.usWidth = usTextBoxWidth; gChatBox.usHeight = usTextBoxHeight; // Determine position ( centered in rect ) gChatBox.sX = (INT16)( ( ( ( aRect.iRight - aRect.iLeft ) - usTextBoxWidth ) / 2 ) + aRect.iLeft ); gChatBox.sY = (INT16)( ( ( ( aRect.iBottom - aRect.iTop ) - usTextBoxHeight ) / 2 ) + aRect.iTop ); if ( guiCurrentScreen == GAME_SCREEN ) { gfStartedFromGameScreen = TRUE; } if ( (fInMapMode == TRUE ) ) { // fMapExitDueToMessageBox = TRUE; gfStartedFromMapScreen = TRUE; fMapPanelDirty = TRUE; } // Set pending screen SetPendingNewScreen( MP_CHAT_SCREEN); // Init save buffer vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE; vs_desc.usWidth = usTextBoxWidth; vs_desc.usHeight = usTextBoxHeight; vs_desc.ubBitDepth = 16; if( AddVideoSurface( &vs_desc, &gChatBox.uiSaveBuffer) == FALSE ) { return( - 1 ); } //Save what we have under here... pDestBuf = LockVideoSurface( gChatBox.uiSaveBuffer, &uiDestPitchBYTES); pSrcBuf = LockVideoSurface( FRAME_BUFFER, &uiSrcPitchBYTES); Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES, (UINT16 *)pSrcBuf, uiSrcPitchBYTES, 0 , 0, gChatBox.sX , gChatBox.sY, usTextBoxWidth, usTextBoxHeight ); UnLockVideoSurface( gChatBox.uiSaveBuffer ); UnLockVideoSurface( FRAME_BUFFER ); // Create top-level mouse region MSYS_DefineRegion( &(gChatBox.BackRegion), 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST, usCursor, MSYS_NO_CALLBACK, ChatBoxClickCallback ); // Add region MSYS_AddRegion(&(gChatBox.BackRegion) ); // findout if cursor locked, if so, store old params and store, restore when done if( IsCursorRestricted() ) { fCursorLockedToArea = TRUE; GetRestrictedClipCursor( &ChatBoxRestrictedCursorRegion ); FreeMouseCursor( ); } // vars for positioning controls on the chatbox int usPosX = 0; int usPosY = gChatBox.sY + GetFontHeight(CHATBOX_FONT_TITLE) + CHATBOX_Y_GAP + 5; if (bIncludeChatLog) { // CREATE BUTTONS AND IMAGES FOR CHATLOG VOBJECT_DESC VObjectDesc; // will create buttons for interface bottom VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP( "INTERFACE\\mpchatbox.sti", VObjectDesc.ImageFile ); if( !AddVideoObject( &VObjectDesc, &guiCHATLOGIMG ) ) Assert( false ); gChatMessageLogRegion.iTop = usPosY; gChatMessageLogRegion.iLeft = gChatBox.sX + (CHATBOX_X_MARGIN / 2); gChatMessageLogRegion.iBottom = usPosY + CHATBOX_LOG_HEIGHT; gChatMessageLogRegion.iRight = gChatMessageLogRegion.iLeft + CHATBOX_LOG_WIDTH; // SETUP SCROLLING AREA BOUNDS CHATLOG_SCROLL_AREA_START_Y = gChatMessageLogRegion.iTop+20; CHATLOG_SCROLL_AREA_END_Y = gChatMessageLogRegion.iBottom-20; CHATLOG_SCROLL_AREA_HEIGHT = ( CHATLOG_SCROLL_AREA_END_Y - CHATLOG_SCROLL_AREA_START_Y + 1 ); CHATLOG_SCROLL_AREA_START_X = gChatMessageLogRegion.iRight + CHATBOX_SLIDER_GAP + 1; CHATLOG_SCROLL_AREA_END_X = gChatMessageLogRegion.iRight + CHATBOX_SLIDER_GAP + 1 + CHAT_SLIDER_WIDTH; CHATLOG_SCROLL_AREA_WIDTH = ( CHATLOG_SCROLL_AREA_END_X - CHATLOG_SCROLL_AREA_START_X + 1 ); CHAT_SLIDER_BAR_RANGE = ( CHATLOG_SCROLL_AREA_HEIGHT - CHAT_SLIDER_HEIGHT ); LoadChatLogSliderBar(); // Load Scroll button images guiChatLogScrollButtonsImage[ CHAT_SCROLL_MESSAGE_UP ]= LoadButtonImage( "INTERFACE\\map_screen_bottom_arrows.sti" ,11,4,-1,6,-1 ); guiChatLogScrollButtonsImage[ CHAT_SCROLL_MESSAGE_DOWN ]= LoadButtonImage( "INTERFACE\\map_screen_bottom_arrows.sti" ,12,5,-1,7,-1 ); // Create buttons guiChatLogScrollButtons[ CHAT_SCROLL_MESSAGE_UP ] = QuickCreateButton( guiChatLogScrollButtonsImage[ CHAT_SCROLL_MESSAGE_UP ], gChatMessageLogRegion.iRight + CHATBOX_SLIDER_GAP + 2 , gChatMessageLogRegion.iTop + 1 , BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, (GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnMessageUpChatLogCallback); guiChatLogScrollButtons[ CHAT_SCROLL_MESSAGE_DOWN ] = QuickCreateButton( guiChatLogScrollButtonsImage[ CHAT_SCROLL_MESSAGE_DOWN ], gChatMessageLogRegion.iRight + CHATBOX_SLIDER_GAP + 2, gChatMessageLogRegion.iBottom - 16, BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, (GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnMessageDownChatLogCallback); usPosY = gChatBox.sY + CHATBOX_Y_MARGIN_LOG + (CHATBOX_Y_GAP * 2) + GetFontHeight(FONT12ARIAL) + 5; // END CREATE CHATLOG } else usPosY = gChatBox.sY + CHATBOX_Y_MARGIN_NOLOG + (CHATBOX_Y_GAP * 2) + GetFontHeight(FONT12ARIAL); // get the middle of the box UINT16 middleBox = ( usTextBoxWidth / 2 ); // CREATE SEND TO ALLIES / ALL TOGGLES // send to all int toggleWidth = 32 + StringPixLength( gzMPChatToggleText[ 0 ], CHATBOX_FONT_TOGGLE ); usPosX = gChatBox.sX + ((middleBox - toggleWidth)/2); guiChatToggles[ 0 ] = CreateCheckBoxButton( usPosX, usPosY, "INTERFACE\\OptionsCheckBoxes_12x12.sti", MSYS_PRIORITY_HIGHEST, BtnChatTogglesCallback ); MSYS_SetBtnUserData( guiChatToggles[ 0 ], 0, 0 ); // send to allies toggleWidth = 32 + StringPixLength( gzMPChatToggleText[ 1 ], CHATBOX_FONT_TOGGLE ); usPosX = gChatBox.sX + middleBox + ((middleBox - toggleWidth)/2); guiChatToggles[ 1 ] = CreateCheckBoxButton( usPosX, usPosY, "INTERFACE\\OptionsCheckBoxes_12x12.sti", MSYS_PRIORITY_HIGHEST, BtnChatTogglesCallback ); MSYS_SetBtnUserData( guiChatToggles[ 1 ], 0, 1 ); usPosY += CHATBOX_TOGGLE_HEIGHT + CHATBOX_Y_GAP; // SET DEFAULT FLAGGED if (gbChatSendToAll) ButtonList[ guiChatToggles[ 0 ] ]->uiFlags |= BUTTON_CLICKED_ON; else ButtonList[ guiChatToggles[ 1 ] ]->uiFlags |= BUTTON_CLICKED_ON; // END CREATE TOGGLES // CREATE TEXT INPUT BOX InitTextInputMode(); // API call to initialise text input mode for this screen // does not mean we are inputting text right away // Player Name field SetTextInputCursor( CUROSR_IBEAM_WHITE ); SetTextInputFont( (UINT16) FONT12ARIALFIXEDWIDTH ); //FONT12ARIAL //FONT12ARIALFIXEDWIDTH Set16BPPTextFieldColor( Get16BPPColor(FROMRGB( 0, 0, 0) ) ); SetBevelColors( Get16BPPColor(FROMRGB(136, 138, 135)), Get16BPPColor(FROMRGB(24, 61, 81)) ); SetTextInputRegularColors( FONT_WHITE, 2 ); SetTextInputHilitedColors( 2, FONT_WHITE, FONT_WHITE ); SetCursorColor( Get16BPPColor(FROMRGB(255, 255, 255) ) ); usPosX = gChatBox.sX + (CHATBOX_X_MARGIN / 2); //Add Player Name textbox AddTextInputField( usPosX , usPosY , usTextBoxWidth - CHATBOX_X_MARGIN, 20, MSYS_PRIORITY_HIGH+2, gszChatBoxInputString, 255, INPUTTYPE_ASCII );//23 gChatTextBoxRegion.iTop = usPosY; gChatTextBoxRegion.iLeft = usPosX; gChatTextBoxRegion.iBottom = usPosY+20; gChatTextBoxRegion.iRight = usPosX+usTextBoxWidth - CHATBOX_X_MARGIN; // exit text input mode in this screen and clean up text boxes SetActiveField( 0 ); usPosY += CHATBOX_INPUT_HEIGHT + CHATBOX_Y_GAP; // END CREATE TEXT INPUT BOX // CREATE OK AND CANCEL BUTTONS // get the button width UINT16 btnWidth = GetChatBoxButtonWidth( gChatBox.iButtonImages ); // Create OK Button sButtonX = middleBox + ((middleBox - btnWidth)/2); sButtonY = usTextBoxHeight - CHATBOX_BUTTON_HEIGHT - 10; gChatBox.uiOKButton = CreateIconAndTextButton( gChatBox.iButtonImages, pMessageStrings[ MSG_OK ], FONT12ARIAL, CHATBOX_FONT_COLOR, ubFontShadowColor, CHATBOX_FONT_COLOR, ubFontShadowColor, TEXT_CJUSTIFIED, (INT16)(gChatBox.sX + sButtonX ), (INT16)(gChatBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)OKChatBoxCallback ); SetButtonCursor(gChatBox.uiOKButton, usCursor); ForceButtonUnDirty( gChatBox.uiOKButton ); // move the mouse over the ok button if( gGameSettings.fOptions[ TOPTION_DONT_MOVE_MOUSE ] == FALSE ) { SimulateMouseMovement( ( gChatBox.sX + sButtonX + 27 ), ( gChatBox.sY + sButtonY + 10) ); } // Create Cancel Button sButtonX = ((middleBox - btnWidth)/2); sButtonY = usTextBoxHeight - CHATBOX_BUTTON_HEIGHT - 10; gChatBox.uiNOButton = CreateIconAndTextButton( gChatBox.iButtonImages, pMessageStrings[ MSG_CANCEL ], FONT10ARIAL, CHATBOX_FONT_COLOR, ubFontShadowColor, CHATBOX_FONT_COLOR, ubFontShadowColor, TEXT_CJUSTIFIED, (INT16)(gChatBox.sX + sButtonX ), (INT16)(gChatBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)CancelChatBoxCallback ); SetButtonCursor(gChatBox.uiNOButton, usCursor); ForceButtonUnDirty( gChatBox.uiNOButton ); // END CREATE BUTTONS #if 0 gChatBox.fWasPaused = GamePaused(); if (!gChatBox.fWasPaused) { InterruptTime(); PauseGame(); LockPauseState( 1 ); // Pause timers as well.... PauseTime( TRUE ); } #endif // Save mouse restriction region... GetRestrictedClipCursor( &gOldCursorLimitRectangle ); FreeMouseCursor( ); gfNewChatBox = TRUE; gfInChatBox = TRUE; return( iId ); }
BOOLEAN EnterGIOScreen() { VOBJECT_DESC VObjectDesc; UINT16 cnt; UINT16 usPosY; if( gfGIOButtonsAllocated ) return( TRUE ); SetCurrentCursorFromDatabase( CURSOR_NORMAL ); // load the Main trade screen backgroiund image VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE; FilenameForBPP("InterFace\\OptionsScreenBackGround.sti", VObjectDesc.ImageFile); CHECKF(AddVideoObject(&VObjectDesc, &guiGIOMainBackGroundImage )); //Ok button giGIODoneBtnImage = LoadButtonImage("INTERFACE\\PreferencesButtons.sti", -1,0,-1,2,-1 ); guiGIODoneButton = CreateIconAndTextButton( giGIODoneBtnImage, gzGIOScreenText[GIO_OK_TEXT], OPT_BUTTON_FONT, OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW, OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW, TEXT_CJUSTIFIED, GIO_BTN_OK_X, GIO_BTN_OK_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, BtnGIODoneCallback); SpecifyButtonSoundScheme( guiGIODoneButton, BUTTON_SOUND_SCHEME_BIGSWITCH3 ); SpecifyDisabledButtonStyle( guiGIODoneButton, DISABLED_STYLE_NONE ); //Cancel button giGIOCancelBtnImage = UseLoadedButtonImage( giGIODoneBtnImage, -1,1,-1,3,-1 ); guiGIOCancelButton = CreateIconAndTextButton( giGIOCancelBtnImage, gzGIOScreenText[GIO_CANCEL_TEXT], OPT_BUTTON_FONT, OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW, OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW, TEXT_CJUSTIFIED, GIO_CANCEL_X, GIO_BTN_OK_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH, DEFAULT_MOVE_CALLBACK, BtnGIOCancelCallback ); SpecifyButtonSoundScheme( guiGIOCancelButton, BUTTON_SOUND_SCHEME_BIGSWITCH3 ); // //Check box to toggle Difficulty settings // usPosY = GIO_DIF_SETTINGS_Y - GIO_OFFSET_TO_TOGGLE_BOX_Y; for( cnt=0; cnt<NUM_DIFF_SETTINGS; cnt++) { guiDifficultySettingsToggles[ cnt ] = CreateCheckBoxButton( GIO_DIF_SETTINGS_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY, "INTERFACE\\OptionsCheck.sti", MSYS_PRIORITY_HIGH+10, BtnDifficultyTogglesCallback ); MSYS_SetBtnUserData( guiDifficultySettingsToggles[ cnt ], 0, cnt ); usPosY += GIO_GAP_BN_SETTINGS; } if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_EASY ) ButtonList[ guiDifficultySettingsToggles[ GIO_DIFF_EASY ] ]->uiFlags |= BUTTON_CLICKED_ON; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_MEDIUM ) ButtonList[ guiDifficultySettingsToggles[ GIO_DIFF_MED ] ]->uiFlags |= BUTTON_CLICKED_ON; else if( gGameOptions.ubDifficultyLevel == DIF_LEVEL_HARD ) ButtonList[ guiDifficultySettingsToggles[ GIO_DIFF_HARD ] ]->uiFlags |= BUTTON_CLICKED_ON; else ButtonList[ guiDifficultySettingsToggles[ GIO_DIFF_MED ] ]->uiFlags |= BUTTON_CLICKED_ON; // //Check box to toggle Game settings ( realistic, sci fi ) // usPosY = GIO_GAME_SETTINGS_Y - GIO_OFFSET_TO_TOGGLE_BOX_Y; for( cnt=0; cnt<NUM_GAME_STYLES; cnt++) { guiGameStyleToggles[ cnt ] = CreateCheckBoxButton( GIO_GAME_SETTINGS_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY, "INTERFACE\\OptionsCheck.sti", MSYS_PRIORITY_HIGH+10, BtnGameStyleTogglesCallback ); MSYS_SetBtnUserData( guiGameStyleToggles[ cnt ], 0, cnt ); usPosY += GIO_GAP_BN_SETTINGS; } if( gGameOptions.fSciFi ) ButtonList[ guiGameStyleToggles[ GIO_SCI_FI ] ]->uiFlags |= BUTTON_CLICKED_ON; else ButtonList[ guiGameStyleToggles[ GIO_REALISTIC ] ]->uiFlags |= BUTTON_CLICKED_ON; // JA2Gold: iron man buttons usPosY = GIO_IRON_MAN_SETTING_Y - GIO_OFFSET_TO_TOGGLE_BOX_Y; for( cnt=0; cnt<NUM_SAVE_OPTIONS; cnt++) { guiGameSaveToggles[ cnt ] = CreateCheckBoxButton( GIO_IRON_MAN_SETTING_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY, "INTERFACE\\OptionsCheck.sti", MSYS_PRIORITY_HIGH+10, BtnGameSaveTogglesCallback ); MSYS_SetBtnUserData( guiGameSaveToggles[ cnt ], 0, cnt ); usPosY += GIO_GAP_BN_SETTINGS; } if( gGameOptions.fIronManMode ) ButtonList[ guiGameSaveToggles[ GIO_IRON_MAN ] ]->uiFlags |= BUTTON_CLICKED_ON; else ButtonList[ guiGameSaveToggles[ GIO_CAN_SAVE ] ]->uiFlags |= BUTTON_CLICKED_ON; // // Check box to toggle Gun options // usPosY = GIO_GUN_SETTINGS_Y - GIO_OFFSET_TO_TOGGLE_BOX_Y; for( cnt=0; cnt<NUM_GUN_OPTIONS; cnt++) { guiGunOptionToggles[ cnt ] = CreateCheckBoxButton( GIO_GUN_SETTINGS_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY, "INTERFACE\\OptionsCheck.sti", MSYS_PRIORITY_HIGH+10, BtnGunOptionsTogglesCallback); MSYS_SetBtnUserData( guiGunOptionToggles[ cnt ], 0, cnt ); usPosY += GIO_GAP_BN_SETTINGS; } //if its the demo, make sure the defuat is for additional guns #ifdef JA2DEMO gGameOptions.fGunNut = TRUE; #endif if( gGameOptions.fGunNut ) ButtonList[ guiGunOptionToggles[ GIO_GUN_NUT ] ]->uiFlags |= BUTTON_CLICKED_ON; else ButtonList[ guiGunOptionToggles[ GIO_REDUCED_GUNS ] ]->uiFlags |= BUTTON_CLICKED_ON; //if its the demo, make sure to disable the buttons #ifdef JA2DEMO SpecifyDisabledButtonStyle( guiGunOptionToggles[ GIO_GUN_NUT ], DISABLED_STYLE_SHADED ); SpecifyDisabledButtonStyle( guiGunOptionToggles[ GIO_REDUCED_GUNS ], DISABLED_STYLE_SHADED ); DisableButton( guiGunOptionToggles[ GIO_GUN_NUT ] ); DisableButton( guiGunOptionToggles[ GIO_REDUCED_GUNS ] ); #endif // JA2 Gold: no more timed turns // // Check box to toggle the timed turn option // /* usPosY = GIO_TIMED_TURN_SETTING_Y - GIO_OFFSET_TO_TOGGLE_BOX_Y; for( cnt=0; cnt<GIO_NUM_TIMED_TURN_OPTIONS; cnt++) { guiTimedTurnToggles[ cnt ] = CreateCheckBoxButton( GIO_TIMED_TURN_SETTING_X+GIO_OFFSET_TO_TOGGLE_BOX, usPosY, "INTERFACE\\OptionsCheck.sti", MSYS_PRIORITY_HIGH+10, BtnTimedTurnsTogglesCallback ); MSYS_SetBtnUserData( guiTimedTurnToggles[ cnt ], 0, cnt ); usPosY += GIO_GAP_BN_SETTINGS; } if( gGameOptions.fTurnTimeLimit ) ButtonList[ guiTimedTurnToggles[ GIO_TIMED_TURNS ] ]->uiFlags |= BUTTON_CLICKED_ON; else ButtonList[ guiTimedTurnToggles[ GIO_NO_TIMED_TURNS ] ]->uiFlags |= BUTTON_CLICKED_ON; */ //Reset the exit screen gubGIOExitScreen = GAME_INIT_OPTIONS_SCREEN; //REnder the screen once so we can blt ot to ths save buffer RenderGIOScreen(); BlitBufferToBuffer(guiRENDERBUFFER, guiSAVEBUFFER, 0, 0, 639, 439 ); gfGIOButtonsAllocated = TRUE; return( TRUE ); }