예제 #1
0
void ui_close_window( UI_WINDOW * wnd )
{

	ui_mouse_hide();

	ui_gadget_delete_all( wnd );

	if (W_BACKGROUND)
	{
		gr_bm_ubitblt(W_WIDTH, W_HEIGHT, W_X, W_Y, 0, 0, W_BACKGROUND, &(grd_curscreen->sc_canvas.cv_bitmap));
		gr_free_bitmap( W_BACKGROUND );
	} else
	{
		gr_set_current_canvas( NULL );
		gr_setcolor( CBLACK );
		gr_rect( W_X, W_Y, W_X+W_WIDTH-1, W_Y+W_HEIGHT-1 );
	}

	gr_free_sub_canvas( W_CANVAS );

	gr_set_current_canvas( W_OLDCANVAS );

	selected_gadget = NULL;

	remove_window( wnd );

	if (CurWindow==wnd)
		CurWindow = NULL;

	d_free( wnd );

	ui_mouse_show();
}
예제 #2
0
void ui_gadget_delete_all( UI_WINDOW * wnd )
{
	UI_GADGET * tmp;

	while( wnd->gadget != NULL )
	{
		tmp = wnd->gadget;
		if (tmp->next == tmp )
		{
			wnd->gadget = NULL;
		} else {
			tmp->next->prev = tmp->prev;
			tmp->prev->next = tmp->next;
			wnd->gadget = tmp->next;
		}
		if (tmp->canvas)
			gr_free_sub_canvas( tmp->canvas );


		if (tmp->kind == 1 )    // Button
		{
			UI_GADGET_BUTTON * but1 = (UI_GADGET_BUTTON *)tmp;
			if (but1->text)
				free( but1->text );
		}

		if (tmp->kind == 6 )    // Inputbox
		{
			UI_GADGET_INPUTBOX * but1 = (UI_GADGET_INPUTBOX *)tmp;
			free( but1->text );
		}

		if (tmp->kind == 5 )    // Checkbox
		{
			UI_GADGET_CHECKBOX * but1 = (UI_GADGET_CHECKBOX *)tmp;
			free( but1->text );
		}
		
		if (tmp->kind == 9 )    // Icon
		{
			UI_GADGET_ICON * but1 = (UI_GADGET_ICON *)tmp;
			free( but1->text );
		}


		free( tmp );
	}
}
예제 #3
0
//draws the given model in the current canvas.  The distance is set to
//more-or-less fill the canvas.  Note that this routine actually renders
//into an off-screen canvas that it creates, then copies to the current
//canvas.
void draw_model_picture(int mn,vms_angvec *orient_angles)
{
	vms_vector	temp_pos=ZERO_VECTOR;
	vms_matrix	temp_orient = IDENTITY_MATRIX;
	grs_canvas	*save_canv = grd_curcanv,*temp_canv;
	//int			save_light;

	Assert(mn>=0 && mn<N_polygon_models);

#ifdef OGLES
	temp_canv = gr_create_sub_canvas(save_canv, 0, 0, save_canv->cv_bitmap.bm_w,save_canv->cv_bitmap.bm_h);
#else
	temp_canv = gr_create_canvas(save_canv->cv_bitmap.bm_w,save_canv->cv_bitmap.bm_h);
#endif
	gr_set_current_canvas(temp_canv);
	gr_clear_canvas( BM_XRGB(0,0,0) );

	g3_start_frame();
	g3_set_view_matrix(&temp_pos,&temp_orient,0x9000);

	if (Polygon_models[mn].rad != 0)
		temp_pos.z = fixmuldiv(DEFAULT_VIEW_DIST,Polygon_models[mn].rad,BASE_MODEL_SIZE);
	else
		temp_pos.z = DEFAULT_VIEW_DIST;

	vm_angles_2_matrix(&temp_orient, orient_angles);

	//save_light = Lighting_on;
	//Lighting_on = 0;
	draw_polygon_model(&temp_pos,&temp_orient,NULL,mn,0,f1_0,NULL,NULL);
	//Lighting_on = save_light;

	g3_end_frame();
	
	gr_set_current_canvas(save_canv);

	gr_bitmap(0,0,&temp_canv->cv_bitmap);

#ifdef OGLES
	gr_free_sub_canvas(temp_canv);
#else
	gr_free_canvas(temp_canv);
#endif
}
예제 #4
0
파일: med.c 프로젝트: btb/d2x
//shutdown ui on the editor screen
void close_editor_screen()
{
	if (!editor_screen_open) return;

	editor_screen_open = 0;
	ui_pad_deactivate();
	gr_free_sub_canvas(Pad_text_canvas);

	ui_close_window(EditorWindow);

	close_all_windows();

	// CLOSE TEXTURE STUFF
	texpage_close();
	objpage_close();

	menubar_hide();

}
예제 #5
0
파일: L.C 프로젝트: NonCreature0714/descent
void texpage_close()
{
	gr_free_sub_canvas(TmapnameCanvas);
}
예제 #6
0
파일: scores.c 프로젝트: btb/d2x
void scores_view(int citem)
{
	grs_canvas *center_canv;
	fix t1;
	int i,done,looper;
	int k;
	sbyte fades[64] = { 1,1,1,2,2,3,4,4,5,6,8,9,10,12,13,15,16,17,19,20,22,23,24,26,27,28,28,29,30,30,31,31,31,31,31,30,30,29,28,28,27,26,24,23,22,20,19,17,16,15,13,12,10,9,8,6,5,4,4,3,2,2,1,1 };

ReshowScores:
	scores_read();

	set_screen_mode(SCREEN_MENU);
 
	gr_set_current_canvas(NULL);
	
	nm_draw_background(0, 0, GWIDTH-1, GHEIGHT-1); // args are x,y,x2,y2 NOT x,y,w,h

	center_canv = gr_create_sub_canvas(grd_curcanv, GWIDTH/2-LHX(160), 0, LHX(320), GHEIGHT);
	gr_set_current_canvas(center_canv);

	grd_curcanv->cv_font = MEDIUM3_FONT;

	gr_string( 0x8000, LHY(15), TXT_HIGH_SCORES );

	grd_curcanv->cv_font = SMALL_FONT;

	gr_set_fontcolor( BM_XRGB(31,26,5), -1 );
	gr_string(  LHX(31+33+XX), LHY(46+7+YY), TXT_NAME );
	gr_string(  LHX(82+33+XX), LHY(46+7+YY), TXT_SCORE );
	gr_string( LHX(127+33+XX), LHY(46+7+YY), TXT_SKILL );
	gr_string( LHX(170+33+XX), LHY(46+7+YY), TXT_LEVELS );
//	gr_string( 202, 46, "Kills" );
//	gr_string( 234, 46, "Rescues" );
	gr_string( LHX(288-42+XX), LHY(46+7+YY), TXT_TIME );

	if ( citem < 0 )	
		gr_string( 0x8000, LHY(175), TXT_PRESS_CTRL_R );

	gr_set_fontcolor( BM_XRGB(28,28,28), -1 );

	gr_printf( 0x8000, LHY(31), "%c%s%c  - %s", 34, Scores.cool_saying, 34, Scores.stats[0].name );

	for (i=0; i<MAX_HIGH_SCORES; i++ )		{
		//@@if (i==0)	{
		//@@	gr_set_fontcolor( BM_XRGB(28,28,28), -1 );
		//@@} else {
		//@@	gr_set_fontcolor( gr_fade_table[BM_XRGB(28,28,28)+((28-i*2)*256)], -1 );
		//@@}														 

		gr_set_fontcolor( BM_XRGB(28-i*2,28-i*2,28-i*2), -1 );
		scores_draw_item( i, &Scores.stats[i] );
	}

	gr_palette_fade_in( gr_palette,32, 0);

#ifdef OGL
	vid_update();
#endif

	game_flush_inputs();

	done = 0;
	looper = 0;

	while(!done)	{
		if ( citem > -1 )	{
	
			t1	= timer_get_fixed_seconds();
			while ( timer_get_fixed_seconds() < t1+F1_0/128 );	

			//@@gr_set_fontcolor( gr_fade_table[fades[looper]*256+BM_XRGB(28,28,28)], -1 );
			gr_set_fontcolor( BM_XRGB(7+fades[looper],7+fades[looper],7+fades[looper]), -1 );
			looper++;
			if (looper>63) looper=0;
			if ( citem ==  MAX_HIGH_SCORES )
				scores_draw_item( MAX_HIGH_SCORES, &Last_game );
			else
				scores_draw_item( citem, &Scores.stats[citem] );
			vid_update();
		}

		for (i=0; i<4; i++ )	
			if (joy_get_button_down_cnt(i)>0) done=1;
		for (i=0; i<3; i++ )	
			if (mouse_button_down_count(i)>0) done=1;

		//see if redbook song needs to be restarted
		songs_check_redbook_repeat();

		k = newmenu_inkey();
		switch( k )	{
		case KEY_CTRLED+KEY_R:		
			if ( citem < 0 )		{
				// Reset scores...
				if ( nm_messagebox( NULL, 2,  TXT_NO, TXT_YES, TXT_RESET_HIGH_SCORES )==1 )	{
					PHYSFS_delete(get_scores_filename());
					gr_palette_fade_out( gr_palette, 32, 0 );
					goto ReshowScores;
				}
			}
			break;
		case KEY_BACKSP:				Int3(); k = 0; break;
		case KEY_PRINT_SCREEN:		save_screen_shot(0); k = 0; break;
			
		case KEY_ENTER:
		case KEY_SPACEBAR:
		case KEY_ESC:
			done=1;
			break;
		}
	}

// Restore background and exit
	gr_palette_fade_out( gr_palette, 32, 0 );

	gr_set_current_canvas(NULL);
	gr_free_sub_canvas(center_canv);

	game_flush_inputs();
	
}
예제 #7
0
int state_save_all_sub(char *filename, char *desc, int between_levels)
{
	int i,j;
	FILE * fp;
	grs_canvas * cnv;
#ifdef OGLES
	GLubyte *screen;
	GLint viewWidth, viewHeight;
#endif
	
	if ( Game_mode & GM_MULTI )	{
#ifdef MULTI_SAVE
		if ( !FindArg( "-multisave" ) )
#endif
			return 0;
	}
	
	fp = fopen( filename, "wb" );
	if ( !fp ) {
		start_time();
		return 0;
	}
	
	//Save id
	fwrite( dgss_id, sizeof(char)*4, 1, fp );
	
	//Save version
	i = STATE_VERSION;
	fwrite( &i, sizeof(int), 1, fp );
	
	//Save description
	fwrite( desc, sizeof(char)*DESC_LENGTH, 1, fp );
	
	// Save the current screen shot...
#ifdef OGLES
	cnv = gr_create_sub_canvas(grd_curcanv, 0, 0, THUMBNAIL_W, THUMBNAIL_H);
	screen = malloc(THUMBNAIL_W * THUMBNAIL_H * 4);
#else
	cnv = gr_create_canvas( THUMBNAIL_W, THUMBNAIL_H );
#endif
	if ( cnv )	{
		gr_set_current_canvas( cnv );
		if ( between_levels )	{
			char * pcx_file;
			ubyte pcx_palette[768];
			grs_bitmap bmp;
			
			gr_clear_canvas( BM_XRGB(0,0,0) );
			pcx_file = get_briefing_screen( Next_level_num );
			if ( pcx_file != NULL )	{
				bmp.bm_data = NULL;
				if (pcx_read_bitmap( pcx_file, &bmp, BM_LINEAR, pcx_palette )==PCX_ERROR_NONE)	{
					grs_point vertbuf[3];
					gr_clear_canvas( 255 );
					vertbuf[0].x = vertbuf[0].y = -F1_0*6;		// -6 pixel rows for ascpect
					vertbuf[1].x = vertbuf[1].y = 0;
					vertbuf[2].x = i2f(THUMBNAIL_W); vertbuf[2].y = i2f(THUMBNAIL_H+7);	// + 7 pixel rows for ascpect
					scale_bitmap(&bmp, vertbuf );
					gr_remap_bitmap_good( &cnv->cv_bitmap, pcx_palette, -1, -1 );
					free( bmp.bm_data );
				}
			}
		} else {
			render_frame(0);
#ifdef OGLES
			getRenderBufferSize(&viewWidth, &viewHeight);
			glReadPixels(0, viewHeight - THUMBNAIL_H, THUMBNAIL_W, THUMBNAIL_H, GL_RGBA, GL_UNSIGNED_BYTE, screen);
			cnv->cv_bitmap.bm_data = malloc(THUMBNAIL_H * THUMBNAIL_W);
			ogles_map_bitmap(cnv->cv_bitmap.bm_data, screen, THUMBNAIL_W, THUMBNAIL_H);
			free(screen);
#endif
		}
		fwrite( cnv->cv_bitmap.bm_data, THUMBNAIL_W*THUMBNAIL_H, 1, fp );
#ifdef OGLES
		free(cnv->cv_bitmap.bm_data);
		gr_free_sub_canvas(cnv);
#else
		gr_free_canvas( cnv );
#endif
	} else {
		ubyte color = 0;
		for ( i=0; i<THUMBNAIL_W*THUMBNAIL_H; i++ )
			fwrite( &color, sizeof(ubyte), 1, fp );
	}
	
	// Save the Between levels flag...
	fwrite( &between_levels, sizeof(int), 1, fp );
	
	// Save the mission info...
	fwrite( &Mission_list[Current_mission_num], sizeof(char)*9, 1, fp );
	
	//Save level info
	fwrite( &Current_level_num, sizeof(int), 1, fp );
	fwrite( &Next_level_num, sizeof(int), 1, fp );
	
	//Save GameTime
	fwrite( &GameTime, sizeof(fix), 1, fp );
	
	//Save player info
	fwrite( &Players[Player_num], sizeof(player), 1, fp );
	
	// Save the current weapon info
	fwrite( &Primary_weapon, sizeof(byte), 1, fp );
	fwrite( &Secondary_weapon, sizeof(byte), 1, fp );
	
	// Save the difficulty level
	fwrite( &Difficulty_level, sizeof(int), 1, fp );
	
	// Save the Cheats_enabled
	fwrite( &Cheats_enabled, sizeof(int), 1, fp );
	fwrite( &Game_turbo_mode, sizeof(int), 1, fp );
	
	
	if ( !between_levels )	{
		
		//Finish all morph objects
		for (i=0; i<=Highest_object_index; i++ )	{
			if ( (Objects[i].type != OBJ_NONE) && (Objects[i].render_type==RT_MORPH))	{
				morph_data *md;
				md = find_morph_data(&Objects[i]);
				if (md) {
					md->obj->control_type = md->morph_save_control_type;
					md->obj->movement_type = md->morph_save_movement_type;
					md->obj->render_type = RT_POLYOBJ;
					md->obj->mtype.phys_info = md->morph_save_phys_info;
					md->obj = NULL;
				} else {						//maybe loaded half-morphed from disk
					Objects[i].flags |= OF_SHOULD_BE_DEAD;
					Objects[i].render_type = RT_POLYOBJ;
					Objects[i].control_type = CT_NONE;
					Objects[i].movement_type = MT_NONE;
				}
			}
		}
		
		//Save object info
		i = Highest_object_index+1;
		fwrite( &i, sizeof(int), 1, fp );
		fwrite( Objects, sizeof(object)*i, 1, fp );
		
		//Save wall info
		i = Num_walls;
		fwrite( &i, sizeof(int), 1, fp );
		fwrite( Walls, sizeof(wall)*i, 1, fp );
		
		//Save door info
		i = Num_open_doors;
		fwrite( &i, sizeof(int), 1, fp );
		fwrite( ActiveDoors, sizeof(active_door)*i, 1, fp );
		
		//Save trigger info
		fwrite( &Num_triggers, sizeof(int), 1, fp );
		fwrite( Triggers, sizeof(trigger)*Num_triggers, 1, fp );
		
		//Save tmap info
		for (i=0; i<=Highest_segment_index; i++ )	{
			for (j=0; j<6; j++ )	{
				fwrite( &Segments[i].sides[j].wall_num, sizeof(short), 1, fp );
				fwrite( &Segments[i].sides[j].tmap_num, sizeof(short), 1, fp );
				fwrite( &Segments[i].sides[j].tmap_num2, sizeof(short), 1, fp );
			}
		}
		
		// Save the fuelcen info
		fwrite( &Fuelcen_control_center_destroyed, sizeof(int), 1, fp );
		fwrite( &Fuelcen_seconds_left, sizeof(int), 1, fp );
		fwrite( &Num_robot_centers, sizeof(int), 1, fp );
		fwrite( RobotCenters, sizeof(matcen_info)*Num_robot_centers, 1, fp );
		fwrite( &ControlCenterTriggers, sizeof(control_center_triggers), 1, fp );
		fwrite( &Num_fuelcenters, sizeof(int), 1, fp );
		fwrite( Station, sizeof(FuelCenter)*Num_fuelcenters, 1, fp );
		
		// Save the control cen info
		fwrite( &Control_center_been_hit, sizeof(int), 1, fp );
		fwrite( &Control_center_player_been_seen, sizeof(int), 1, fp );
		fwrite( &Control_center_next_fire_time, sizeof(int), 1, fp );
		fwrite( &Control_center_present, sizeof(int), 1, fp );
		fwrite( &Dead_controlcen_object_num, sizeof(int), 1, fp );
		
		// Save the AI state
		ai_save_state( fp );
		
		// Save the automap visited info
		fwrite( Automap_visited, sizeof(ubyte)*MAX_SEGMENTS, 1, fp );
	}
	fwrite( &state_game_id, sizeof(uint), 1, fp );
	fwrite( &Laser_rapid_fire, sizeof(int), 1, fp );
	fwrite( &Ugly_robot_cheat, sizeof(int), 1, fp );
	fwrite( &Ugly_robot_texture, sizeof(int), 1, fp );
	fwrite( &Physics_cheat_flag, sizeof(int), 1, fp );
	fwrite( &Lunacy, sizeof(int), 1, fp );
	
	fclose(fp);
	
	start_time();
	
	return 1;
}