Пример #1
0
  FlashlightWindow::FlashlightWindow(Ogui *ogui, game::Game *game, int player)
  {
    this->ogui = ogui;
    this->game = game;
    this->player = player;

    int xPosition = getLocaleGuiInt("gui_flashlight_position_x", 0);
    int yPosition = getLocaleGuiInt("gui_flashlight_position_y", 0);

    this->win = ogui->CreateSimpleWindow(xPosition, yPosition, getLocaleGuiInt("gui_flashlight_size_x", 0), getLocaleGuiInt("gui_flashlight_size_y", 0), NULL);
		this->win->SetUnmovable();

    this->flashlightBackgroundOnImage = ogui->LoadOguiImage(getLocaleGuiString("gui_flashlight_on_image"));
    this->flashlightBackgroundLowImage = ogui->LoadOguiImage(getLocaleGuiString("gui_flashlight_low_image"));
    this->flashlightBackgroundOffImage = ogui->LoadOguiImage(getLocaleGuiString("gui_flashlight_off_image")); 

    this->fillupImage = ogui->LoadOguiImage(getLocaleGuiString("gui_flashlight_fillup_image"));
    this->fillupLowImage = ogui->LoadOguiImage(getLocaleGuiString("gui_flashlight_fillup_low_image"));

    flashlightBackgroundButton = ogui->CreateSimpleImageButton(win, 0, 0, getLocaleGuiInt("gui_flashlight_size_x", 0), getLocaleGuiInt("gui_flashlight_size_y", 0), NULL, NULL, NULL);
		flashlightBackgroundButton->SetDisabled(true);
		flashlightBackgroundButton->SetDisabledImage(flashlightBackgroundOffImage);

    fillupButton = ogui->CreateSimpleImageButton(win, getLocaleGuiInt("gui_flashlight_fillup_offset_x", 0), getLocaleGuiInt("gui_flashlight_fillup_offset_y", 0), getLocaleGuiInt("gui_flashlight_fillup_size_x", 0), getLocaleGuiInt("gui_flashlight_fillup_size_y", 0), NULL, NULL, NULL);
		fillupButton->SetDisabled(true);
		fillupButton->SetDisabledImage(fillupImage);
 
		win->SetEffectListener(this);

#ifdef PROJECT_SURVIVOR
		OguiAligner::align(win, OguiAligner::WIDESCREEN_FIX_LEFT, ogui);
		OguiAligner::align(flashlightBackgroundButton, OguiAligner::WIDESCREEN_FIX_LEFT, ogui);
		OguiAligner::align(fillupButton, OguiAligner::WIDESCREEN_FIX_LEFT, ogui);
#endif
  }
Пример #2
0
LogEntry::LogEntry( const std::string& var_name ) :
	watchVariable( var_name ),
	text( getLocaleGuiString( ( variable_text_prefix + var_name ).c_str()  ) ),
	description( getLocaleGuiString( ( variable_desc_prefix + var_name ).c_str() ) ),
	variableType( getLocaleGuiInt( ( variable_type_prefix + var_name ).c_str(), 0 ) ),
	variableState( log_none ),
	variableTime( 0 )
{

}
Пример #3
0
  UpgradeAvailableWindow::UpgradeAvailableWindow(Ogui *ogui, game::Game *game, int player)
  {
    this->ogui = ogui;
    this->game = game;
    this->player = player;

    int xPosition = getLocaleGuiInt("gui_upgrade_available_position_x", 0);
    int yPosition = getLocaleGuiInt("gui_upgrade_available_position_y", 0);

    this->win = ogui->CreateSimpleWindow(xPosition, yPosition, getLocaleGuiInt("gui_upgrade_available_size_x", 0), getLocaleGuiInt("gui_upgrade_available_size_y", 0), NULL);
		this->win->SetUnmovable();

    this->upgradeAvailableImage = ogui->LoadOguiImage(getLocaleGuiString("gui_upgrade_available_image"));

    upgradeAvailableButton = ogui->CreateSimpleImageButton(win, 0, 0, getLocaleGuiInt("gui_upgrade_available_size_x", 0), getLocaleGuiInt("gui_upgrade_available_size_y", 0), NULL, NULL, NULL);
		upgradeAvailableButton->SetDisabled(true);
		upgradeAvailableButton->SetDisabledImage(upgradeAvailableImage);

		lastUpdateValue = -1;
		lastUpdateWasAvailable = false;

		win->SetEffectListener(this);

#ifdef PROJECT_SURVIVOR
		OguiAligner::align(win, OguiAligner::WIDESCREEN_FIX_RIGHT, ogui);
		OguiAligner::align(upgradeAvailableButton, OguiAligner::WIDESCREEN_FIX_RIGHT, ogui);
#endif
  }
	void init()
	{

		int x = getLocaleGuiInt( "gui_tabs_window_x", 0 );
		int y = getLocaleGuiInt( "gui_tabs_window_y", 0 );
		int w = getLocaleGuiInt( "gui_tabs_window_w", 0 );
		int h = getLocaleGuiInt( "gui_tabs_window_h", 0 );
		window = ogui->CreateSimpleWindow( x, y, w, h, NULL, 0 );
		window->SetUnmovable();

		buttonsUp.resize( 3 );
		buttonsDown.resize( 3 );
		buttons.resize( 3 );

		font = ogui->LoadFont( getLocaleGuiString( "gui_tabs_font" ) );

		buttonsUp[ GameUI::WINDOW_TYPE_LOG ]		= ( "gui_tabs_log_normal" );
		buttonsUp[ GameUI::WINDOW_TYPE_UPGRADE ] = ( "gui_tabs_upgrade_normal" );
		buttonsUp[ GameUI::WINDOW_TYPE_MAP ]		= ( "gui_tabs_map_normal" );
		
		buttonsDown[ GameUI::WINDOW_TYPE_LOG ]		= ( "gui_tabs_log_down" );
		buttonsDown[ GameUI::WINDOW_TYPE_UPGRADE ]	= ( "gui_tabs_upgrade_down" );
		buttonsDown[ GameUI::WINDOW_TYPE_MAP ]		= ( "gui_tabs_map_down" );

		buttons[ GameUI::WINDOW_TYPE_LOG ]		= NULL;

#ifndef PROJECT_SURVIVOR
		buttons[ GameUI::WINDOW_TYPE_LOG ]		= loadButton( buttonsUp[ GameUI::WINDOW_TYPE_LOG ],		GameUI::WINDOW_TYPE_LOG  );
#endif

		buttons[ GameUI::WINDOW_TYPE_UPGRADE ]	= loadButton( buttonsUp[ GameUI::WINDOW_TYPE_UPGRADE ],	GameUI::WINDOW_TYPE_UPGRADE );
		buttons[ GameUI::WINDOW_TYPE_MAP ]		= loadButton( buttonsUp[ GameUI::WINDOW_TYPE_MAP ],		GameUI::WINDOW_TYPE_MAP );

		visible = true;
	}
	OguiButton* loadButton( const std::string& name, int id = 0 )
	{
		int x = getLocaleGuiInt( ( name + "_x" ).c_str(), 0 );
		int y = getLocaleGuiInt( ( name + "_y" ).c_str(), 0 );
		int w = getLocaleGuiInt( ( name + "_w" ).c_str(), 0 );
		int h = getLocaleGuiInt( ( name + "_h" ).c_str(), 0 );
		std::string norm = getLocaleGuiString( ( name + "_norm" ).c_str() );
		std::string high = getLocaleGuiString( ( name + "_high" ).c_str() );
		std::string down = getLocaleGuiString( ( name + "_down" ).c_str() );

		std::string text = getLocaleGuiString( ( name + "_text" ).c_str() );

		OguiButton* result;
		result = ogui->CreateSimpleTextButton( window, x, y, w, h, norm.c_str(), down.c_str(), high.c_str(), text.c_str(), id, NULL );
		result->SetFont( font );

		result->SetListener( this );

		return result;
	}
Пример #6
0
void MainMenu::checkContinue()
{
	if( continueButton )
	{
		if( DoWeHaveAnySaveGames( game ) )
		{
			continueButton->SetDisabled( false );
			continueButton->SetText( getLocaleGuiString( "gui_mm_continue" ) );
		}
		else
		{
			continueButton->SetDisabled( true );
			continueButton->SetText( "" );
		}
	}
}
Пример #7
0
void MainMenu::abortCurrentGame()
{
	closeAbortMenu();

	captureAllEvents = ogui->CreateSimpleWindow( 0, 0, 1024, 768, NULL ); 
	captureAllEvents->SetUnmovable();
	captureAllEvents->Show();

	{
		int x = getLocaleGuiInt( "gui_mainmenu_abortbox_x", 0 );
		int y = getLocaleGuiInt( "gui_mainmenu_abortbox_y", 0 );
		int w = getLocaleGuiInt( "gui_mainmenu_abortbox_w", 0 );
		int h = getLocaleGuiInt( "gui_mainmenu_abortbox_h", 0 );
		int id = 0;
		abortGame = new OguiFormattedText( captureAllEvents, ogui, x, y, w, h, id );
		abortGame->setFont( fonts->medium.normal );
		abortGame->setText( getLocaleGuiString( "gui_mainmenu_abortbox_text" ) );
	}
	
	{
		int x = getLocaleGuiInt( "gui_mainmenu_abort_yes_x", 0 );
		int y = getLocaleGuiInt( "gui_mainmenu_abort_yes_y", 0 );
		int w = getLocaleGuiInt( "gui_mainmenu_abort_yes_w", 0 );
		int h = getLocaleGuiInt( "gui_mainmenu_abort_yes_h", 0 );

		abortGameYes = ogui->CreateSimpleTextButton( captureAllEvents, x, y, w, h, 
			getLocaleGuiString( "gui_mainmenu_abort_yes_norm" ), getLocaleGuiString( "gui_mainmenu_abort_yes_down" ), getLocaleGuiString( "gui_mainmenu_abort_yes_high" ), 
			getLocaleGuiString( "gui_mainmenu_abort_yes_text" ), COMMANDS_YES );

		abortGameYes->SetFont( fonts->medium.normal );
		abortGameYes->SetListener( this );
	}

	{
		int x = getLocaleGuiInt( "gui_mainmenu_abort_no_x", 0 );
		int y = getLocaleGuiInt( "gui_mainmenu_abort_no_y", 0 );
		int w = getLocaleGuiInt( "gui_mainmenu_abort_no_w", 0 );
		int h = getLocaleGuiInt( "gui_mainmenu_abort_no_h", 0 );

		abortGameNo = ogui->CreateSimpleTextButton( captureAllEvents, x, y, w, h, 
			getLocaleGuiString( "gui_mainmenu_abort_no_norm" ), getLocaleGuiString( "gui_mainmenu_abort_no_down" ), getLocaleGuiString( "gui_mainmenu_abort_no_high" ), 
			getLocaleGuiString( "gui_mainmenu_abort_no_text" ), COMMANDS_NO );

		abortGameNo->SetFont( fonts->medium.normal );
		abortGameNo->SetListener( this );
	}
	
}
Пример #8
0
void MainMenu::createDifficultyButtons()
{
	int difficultButtonX = getLocaleGuiInt( "gui_mainmenu_difficult_button_x", 0 );
	int difficultButtonY = getLocaleGuiInt( "gui_mainmenu_difficult_button_y", 0 );
	int difficultButtonW = getLocaleGuiInt( "gui_optionsmenu_difficult_button_w", 0 );
	int difficultButtonH = getLocaleGuiInt( "gui_optionsmenu_difficult_button_h", 0 );
	int difficultButtonAddX = getLocaleGuiInt( "gui_optionsmenu_difficult_button_add_x", 0 );
	int difficultButtonAddY = getLocaleGuiInt( "gui_optionsmenu_difficult_button_add_y", 0 );

	std::string optionsDifficultButtonNormal =	getLocaleGuiString( "gui_optionsmenu_difficult_image_normal" );
	std::string optionsDifficultButtonDown =	getLocaleGuiString( "gui_optionsmenu_difficult_image_down" );
	std::string optionsDifficultButtonHigh =	getLocaleGuiString( "gui_optionsmenu_difficult_image_high" );
	
	std::string optionsEasyText =	getLocaleGuiString( "gui_optionsmenu_text_easy" );
	std::string optionsNormalText = getLocaleGuiString( "gui_optionsmenu_text_normal" );
	std::string optionsHardText =	getLocaleGuiString( "gui_optionsmenu_text_hard" );

	difficultImageSelectDown = ogui->LoadOguiImage( optionsDifficultButtonHigh.c_str() );
	difficultImageSelectNorm = ogui->LoadOguiImage( optionsDifficultButtonNormal.c_str() );

	addDifficultButton( difficultButtonX, difficultButtonY, difficultButtonW, difficultButtonH, 
		optionsDifficultButtonNormal, optionsDifficultButtonDown, optionsDifficultButtonHigh,
		fonts->little.normal, optionsEasyText, COMMANDS_EASY );

	difficultButtonX += difficultButtonAddX;
	difficultButtonY += difficultButtonAddY;

	addDifficultButton( difficultButtonX, difficultButtonY, difficultButtonW, difficultButtonH, 
		optionsDifficultButtonNormal, optionsDifficultButtonDown, optionsDifficultButtonHigh,
		fonts->little.normal, optionsNormalText, COMMANDS_NORMAL );
	
	difficultButtonX += difficultButtonAddX;
	difficultButtonY += difficultButtonAddY;

	addDifficultButton( difficultButtonX, difficultButtonY, difficultButtonW, difficultButtonH, 
		optionsDifficultButtonNormal, optionsDifficultButtonDown, optionsDifficultButtonHigh,
		fonts->little.normal, optionsHardText, COMMANDS_HARD );

	int diff = game->gameScripting->getGlobalIntVariableValue( "general_difficulty_level" );
	if( diff < 50 )						selectDifficultButton( COMMANDS_EASY );
	else if ( diff >= 50 && diff < 75 )	selectDifficultButton( COMMANDS_NORMAL );
	else if ( diff >= 75 )				selectDifficultButton( COMMANDS_HARD );
}
Пример #9
0
	void UpgradeWindow::CursorEvent(OguiButtonEvent *eve)
	{
		int id = eve->triggerButton->GetId();

		if (eve->eventType == OguiButtonEvent::EVENT_TYPE_LEAVE)
		{
			if (id >= UPGRADEW_WEAPONBUT_FIRST
				&& id <= UPGRADEW_WEAPONBUT_LAST)
			{
				highlightOn = false;
			}			
			if (id >= UPGRADEW_UPGRADEBUT_FIRST
				&& id <= UPGRADEW_UPGRADEBUT_LAST)
			{
				highlightOn = false;
			}
		}
		if (eve->eventType == OguiButtonEvent::EVENT_TYPE_OVER)
		{
			if (id >= UPGRADEW_WEAPONBUT_FIRST
				&& id <= UPGRADEW_WEAPONBUT_LAST)
			{
				highlightedWeaponSlot = eve->triggerButton->GetId() - UPGRADEW_WEAPONBUT_FIRST;
				highlightedUpgradeSlot = -1;
				highlightedUpgradeId = -1;
				highlightOn = true;
			}			
			if (id >= UPGRADEW_UPGRADEBUT_FIRST
				&& id <= UPGRADEW_UPGRADEBUT_LAST)
			{
				highlightedWeaponSlot = (eve->triggerButton->GetId() - UPGRADEW_UPGRADEBUT_FIRST) / UPGRADEWINDOW_MAX_UPGRADES_PER_WEAPON;
				highlightedUpgradeSlot = (eve->triggerButton->GetId() - UPGRADEW_UPGRADEBUT_FIRST) % UPGRADEWINDOW_MAX_UPGRADES_PER_WEAPON;
				highlightedUpgradeId = (int)eve->extraArgument;
				highlightOn = true;
			}
		}
		if (eve->eventType == OguiButtonEvent::EVENT_TYPE_CLICK)
		{
			/*
			if (id >= UPGRADEW_WEAPONBUT_FIRST
				&& id <= UPGRADEW_WEAPONBUT_LAST)
			{
				int weapId = (int)eve->extraArgument;
				PlayerWeaponry::selectWeapon(game, unit, weapId);
			}
			*/
			if (id == UPGRADEW_CLOSEBUT)
			{
				game->gameUI->playGUISound(getLocaleGuiString("gui_upgrades_sound_close"));

				this->applyUpgrades();
				game->setPaused(false);

				// NOTE: must return here as this UpgradeWindow object HAS BEEN DELETED!
				//game->gameUI->closeUpgradeWindow(this->unit);
				fadeOut();
				return;
			}
			if (id == UPGRADEW_UNDOBUT)
			{
				game->gameUI->playGUISound(getLocaleGuiString("gui_upgrades_sound_undo"));
				this->undoUpgrades();
			}

			if (id >= UPGRADEW_UPGRADEBUT_FIRST
				&& id <= UPGRADEW_UPGRADEBUT_LAST)
			{
				bool playDoneSound = false;

				// upgrade button
				int upgid = (int)eve->extraArgument;

				bool alreadyPending = false;

				LinkedListIterator iter(this->upgradesPending);
				while (iter.iterateAvailable())
				{
					// WARNING: void * -> int cast
					int other = (int)iter.iterateNext();
					if (other == upgid)
					{
						alreadyPending = true;
						break;
					}
				}

				if (!alreadyPending)
				{
					int tmp = this->upgradesPendingCost;
					if (game->upgradeManager->canUpgrade(unit, upgid, &tmp))
					{
						fb_assert(tmp > this->upgradesPendingCost);

						//game->upgradeManager->upgrade(unit, upgid);
						// WARNING: int -> void * cast
						upgradesPending->append((void *)upgid);
						this->upgradesPendingCost = tmp;

						playDoneSound = true;
					}
				}
				else	// undo by clicking
				{
					this->upgradesPendingCost -= game->upgradeManager->getUpgradePartCost( upgid );

					LinkedListIterator iter(this->upgradesPending);
					while (iter.iterateAvailable())
					{
						// WARNING: void * -> int cast
						void* ptr = iter.iterateNext();
						if ( (int)ptr == upgid)
						{
							upgradesPending->remove( ptr );
						}
					}

				}
				
				if (playDoneSound)
				{
					game->gameUI->playGUISound(getLocaleGuiString("gui_upgrades_sound_upgrade_done"));
				} else {
					game->gameUI->playGUISound(getLocaleGuiString("gui_upgrades_sound_upgrade_failed"));
				}
			}
		}

		update();
	}
Пример #10
0
	UpgradeWindow::UpgradeWindow(Ogui *ogui, game::Game *game, game::Unit *unit)
	{
		//this->selectionNumber = -1;
		this->game = game;
		this->ogui = ogui;
		this->unit = unit;

		this->visible = 1;

		highlightedWeaponSlot = -1;
		highlightedUpgradeSlot = -1;
		highlightedUpgradeId = -1;
		highlightOn = false;

		this->upgradesPending = new LinkedList();
		this->upgradesPendingCost = 0;

		assert(unit != NULL);

		const char *l1Image = getLocaleGuiString("gui_upgrades_window_effect_layer1_image");
		const char *l2Image = getLocaleGuiString("gui_upgrades_window_effect_layer2_image");
		const char *l3Image = getLocaleGuiString("gui_upgrades_window_effect_layer3_image");
		this->effectWindow = new GUIEffectWindow(ogui, l1Image, l2Image, l3Image);

		// create window
		{
			int x = getLocaleGuiInt("gui_upgrades_window_position_x", 0);
			int y = getLocaleGuiInt("gui_upgrades_window_position_y", 0);
			int sizex = getLocaleGuiInt("gui_upgrades_window_size_x", UPGRADE_WINDOW_DEFAULT_SIZE_X);
			int sizey = getLocaleGuiInt("gui_upgrades_window_size_y", UPGRADE_WINDOW_DEFAULT_SIZE_Y);
			//const char *bgimage = getLocaleGuiString("gui_upgrades_window_background_image");

			win = ogui->CreateSimpleWindow(x, y, sizex, sizey, NULL);
		}

		win->StartEffect(OGUI_WINDOW_EFFECT_FADEIN, FADE_IN_TIME);
		win->SetEffectListener(this);
		effectWindow->fadeIn(FADE_IN_TIME);

		// title
		{
			int x = getLocaleGuiInt("gui_upgrades_title_position_x", 0);
			int y = getLocaleGuiInt("gui_upgrades_title_position_y", 0);
			int sizex = getLocaleGuiInt("gui_upgrades_title_size_x", 0);
			int sizey = getLocaleGuiInt("gui_upgrades_title_size_y", 0);
			const char *label = getLocaleGuiString("gui_upgrades_title");
			const char *image = getLocaleGuiString("gui_upgrades_title_image");

			titleButton = ogui->CreateSimpleTextButton(win, x, y, sizex, sizey, image, NULL, NULL, label, 0);
			titleButton->SetReactMask(0);
			titleButton->SetFont(ui::defaultIngameFont);
		}

		// parts available icon
		{
			int x = getLocaleGuiInt("gui_upgrades_parts_icon_position_x", 0);
			int y = getLocaleGuiInt("gui_upgrades_parts_icon_position_y", 0);
			int sizex = getLocaleGuiInt("gui_upgrades_parts_icon_size_x", 0);
			int sizey = getLocaleGuiInt("gui_upgrades_parts_icon_size_y", 0);
			const char *image = getLocaleGuiString("gui_upgrades_parts_icon_image");

			upgradePartsIcon = ogui->CreateSimpleImageButton(win, x, y, sizex, sizey, NULL, NULL, NULL, image, 0);
			upgradePartsIcon->SetDisabled(true);
		}

		// parts available text
		{
			int x = getLocaleGuiInt("gui_upgrades_parts_text_position_x", 0);
			int y = getLocaleGuiInt("gui_upgrades_parts_text_position_y", 0);
			int sizex = getLocaleGuiInt("gui_upgrades_parts_text_size_x", 0);
			int sizey = getLocaleGuiInt("gui_upgrades_parts_text_size_y", 0);

			upgradePartsText = ogui->CreateTextLabel(win, x, y, sizex, sizey, "");
			upgradePartsText->SetFont(ui::defaultIngameFont);
		}

		// some misc images
		{
			const char *tmp;

			tmp = getLocaleGuiString("gui_upgrades_slot_background_image");
			upgradeBGImage = ogui->LoadOguiImage(tmp);

			tmp = getLocaleGuiString("gui_upgrades_slot_background_disabled_image");
			upgradeBGDisabledImage = ogui->LoadOguiImage(tmp);

			tmp = getLocaleGuiString("gui_upgrades_weapon_highlight_image");
			weaponHighlightImage = ogui->LoadOguiImage(tmp);

			tmp = getLocaleGuiString("gui_upgrades_upgrade_highlight_image");
			upgradeHighlightImage = ogui->LoadOguiImage(tmp);

			tmp = getLocaleGuiString("gui_upgrades_upgrade_selected_image");
			upgradeSelectedImage = ogui->LoadOguiImage(tmp);
		}


		//selectionImage = ogui->LoadOguiImage("Data/GUI/Buttons/Upgrade/selectedweapon.tga");
		//selection = NULL;

		// first init weapon and upgrade buttons to null...
		{
			for (int i = 0; i < UPGRADEWINDOW_MAX_WEAPONS; i++)
			{
				weaponImages[i] = NULL;
				weaponInfoImages[i] = NULL;
				weaponButtons[i] = NULL;
				slotBGs[i] = NULL;
				for (int j = 0; j < UPGRADEWINDOW_MAX_UPGRADES_PER_WEAPON; j++)
				{
					upgradeImages[i][j] = NULL;
					//upgradeDisabledImages[i][j] = NULL;
					upgradeButtons[i][j] = NULL;
					upgradeSelections[i][j] = NULL;
				}
			}
		}

		// then create weapon and upgrade buttons...
		{
			for (int i = 0; i < UPGRADEWINDOW_MAX_WEAPONS; i++)
			{
				// NOTE: this is actually not an ok part type id!
				// (thus, should not use this value like this)
				int partTypeId = -1;

				partTypeId = PlayerWeaponry::getWeaponIdByUINumber(unit, i);

				int wnum = -1;
				if (partTypeId != -1)
				{
					wnum = unit->getWeaponByWeaponType(partTypeId);
				}

				// weapon image/button
				int wx = 0;
				int wy = 0;
				getWeaponPosition(i, &wx, &wy);

				{
					int sizex = getLocaleGuiInt("gui_upgrades_slot_size_x", 0);
					int sizey = getLocaleGuiInt("gui_upgrades_slot_size_y", 0);

					slotBGs[i] = ogui->CreateSimpleImageButton(win, wx, wy, sizex, sizey, NULL, NULL, NULL, NULL);
					slotBGs[i]->SetReactMask(0);
					slotBGs[i]->SetDisabled(true);
					if (wnum != -1)
					{
						slotBGs[i]->SetDisabledImage(upgradeBGImage);
					} else {
						slotBGs[i]->SetDisabledImage(upgradeBGDisabledImage);
					}
					//slotBGs[i]->SetListener(this);
				}

				if (wnum != -1)
				{
					{
						char buf[256];
						strcpy(buf, "Data/GUI/Buttons/Upgrade/weapon_");
						buf[strlen(buf) + 1] = '\0';
						buf[strlen(buf)] = '0' + i;
						strcat(buf, ".tga");
						weaponImages[i] = ogui->LoadOguiImage(buf);

						strcpy(buf, "Data/GUI/Buttons/Upgrade/weapon_");
						buf[strlen(buf) + 1] = '\0';
						buf[strlen(buf)] = '0' + i;
						strcat(buf, "_info.tga");
						weaponInfoImages[i] = ogui->LoadOguiImage(buf);

						{
							int sizex = getLocaleGuiInt("gui_upgrades_slot_weapon_size_x", 0);
							int sizey = getLocaleGuiInt("gui_upgrades_slot_weapon_size_y", 0);
							int woffx = getLocaleGuiInt("gui_upgrades_slot_weapon_offset_x", 0);

							int id = UPGRADEW_WEAPONBUT_FIRST + i;
							weaponButtons[i] = ogui->CreateSimpleImageButton(win, wx + woffx, wy, sizex, sizey, NULL, NULL, NULL, NULL, id, (void *)partTypeId);
							weaponButtons[i]->SetReactMask(0);
							weaponButtons[i]->SetDisabled(false);
							weaponButtons[i]->SetImage(weaponImages[i]);
							weaponButtons[i]->SetListener(this);
							weaponButtons[i]->SetEventMask(OGUI_EMASK_CLICK | OGUI_EMASK_OVER | OGUI_EMASK_LEAVE);
						}
					}

					// upgrades for that weapon
					{
						const char *weapName = NULL;

						Weapon *w = unit->getWeaponType(wnum);
						if (w != NULL)
						{
							weapName = w->getPartTypeIdString();
						}
						std::vector<int> upgIds;
						game->upgradeManager->getUpgradesForPart(weapName, upgIds);

						if (upgIds.size() > UPGRADEWINDOW_MAX_UPGRADES_PER_WEAPON)
						{
							Logger::getInstance()->error("UpgradeWindow - Weapon has too many upgrades.");
							Logger::getInstance()->debug(weapName);
						}

						for (int j = 0; j < (int)upgIds.size(); j++)
						{
							UpgradeType *upgType = game->upgradeManager->getUpgradeTypeById(upgIds[j]);
							const char *upgScript = upgType->getScript();

							char buf[256];
							strcpy(buf, "Data/GUI/Buttons/Upgrade/");
							if (strlen(upgScript) < 64)
								strcat(buf, upgScript);
							strcat(buf, ".tga");
							upgradeImages[i][j] = ogui->LoadOguiImage(buf);

							//strcpy(buf, "Data/GUI/Buttons/Upgrade/");
							//if (strlen(upgScript) < 64)
							//	strcat(buf, upgScript);
							//strcat(buf, "_disabled.tga");
							//upgradeDisabledImages[i][j] = ogui->LoadOguiImage(buf);

							int x = 0;
							int y = 0;
							getWeaponPosition(i, &x, &y);

							int woffx = getLocaleGuiInt("gui_upgrades_slot_weapon_offset_x", 0);
							x += woffx;

							//y += UPGRADE_WEAPON_SELECTION_SIZE_Y;
							//x += j * (UPGRADE_SLOT_SIZE_X+UPGRADE_SLOT_PADDING);
							int firstpadx = getLocaleGuiInt("gui_upgrades_slot_upgrade_start_offset_x", 0);
							int padx = getLocaleGuiInt("gui_upgrades_slot_upgrade_offset_x", 0);
							int sizex = getLocaleGuiInt("gui_upgrades_slot_upgrade_size_x", 0);
							int sizey = getLocaleGuiInt("gui_upgrades_slot_upgrade_size_y", 0);

							x += firstpadx + j * padx;

							upgradeSelections[i][j] = ogui->CreateSimpleImageButton(win, x, y, sizex, sizey, NULL, NULL, NULL, NULL, NULL, NULL);
							upgradeSelections[i][j]->SetReactMask(0);
							upgradeSelections[i][j]->SetDisabled(true);

							int id = UPGRADEW_UPGRADEBUT_FIRST + i*UPGRADEWINDOW_MAX_UPGRADES_PER_WEAPON+j;
							assert(id >= UPGRADEW_UPGRADEBUT_FIRST && id <= UPGRADEW_UPGRADEBUT_LAST);
							int upgid = upgIds[j];
							upgradeButtons[i][j] = ogui->CreateSimpleImageButton(win, x, y, sizex, sizey, NULL, NULL, NULL, NULL, id, (void *)upgid);
							upgradeButtons[i][j]->SetReactMask(0);
							upgradeButtons[i][j]->SetImage(upgradeImages[i][j]);
							//upgradeButtons[i][j]->SetDisabledImage(upgradeDisabledImages[i][j]);
							upgradeButtons[i][j]->SetListener(this);
							upgradeButtons[i][j]->SetEventMask(OGUI_EMASK_CLICK | OGUI_EMASK_OVER | OGUI_EMASK_LEAVE);

							int tmp = this->upgradesPendingCost;
							//if (game->upgradeManager->canUpgrade(unit, upgIds[j], &tmp))
							//{
								upgradeButtons[i][j]->SetDisabled(false);
							//} else {
							//	upgradeButtons[i][j]->SetDisabled(true);
							//}
						}
					}

				} else {
					weaponImages[i] = NULL;
					weaponButtons[i] = NULL;
				}
			}
		}

		// info picture and text
		{
			// background
			int x = getLocaleGuiInt("gui_upgrades_info_position_x", 0);
			int y = getLocaleGuiInt("gui_upgrades_info_position_y", 0);
			int bgsizex = getLocaleGuiInt("gui_upgrades_info_size_x", 0);
			int bgsizey = getLocaleGuiInt("gui_upgrades_info_size_y", 0);
			const char *image = getLocaleGuiString("gui_upgrades_info_background_image");

			infoBackground = ogui->CreateSimpleImageButton(win, x, y, bgsizex, bgsizey, NULL, NULL, NULL, image, 0, NULL);
			//infoBackground->SetListener(this);
			infoBackground->SetDisabled(true);

			// picture
			{
				int offx = getLocaleGuiInt("gui_upgrades_info_picture_offset_x", 0);
				int offy = getLocaleGuiInt("gui_upgrades_info_picture_offset_y", 0);
				int sizex = getLocaleGuiInt("gui_upgrades_info_picture_size_x", 0);
				int sizey = getLocaleGuiInt("gui_upgrades_info_picture_size_y", 0);

				infoIcon = ogui->CreateSimpleImageButton(win, x + offx, y + offy, sizex, sizey, NULL, NULL, NULL, NULL, 0, NULL);
				infoIcon->SetDisabled(true);
			}

			// text
			{
				int offx = getLocaleGuiInt("gui_upgrades_info_textarea_offset_x", 0);
				int offy = getLocaleGuiInt("gui_upgrades_info_textarea_offset_y", 0);
				int sizex = getLocaleGuiInt("gui_upgrades_info_textarea_size_x", 0);
				int sizey = getLocaleGuiInt("gui_upgrades_info_textarea_size_y", 0);
				
				infoText = new OguiFormattedText( win, ogui, x + offx, y + offy, sizex, sizey );
				// infoText = ogui->CreateTextArea(win, x + offx, y + offy, sizex, sizey, "");
				// infoText->SetFont(ui::defaultIngameFont);

				std::string name;
				name = "gui_upgrades_info_textarea";

				fonts.push_back( ogui->LoadFont( getLocaleGuiString( ( name + "_font_default" ).c_str()		) ) );
				fonts.push_back( ogui->LoadFont( getLocaleGuiString( ( name + "_font_bold" ).c_str()		) ) );
				fonts.push_back( ogui->LoadFont( getLocaleGuiString( ( name + "_font_italic" ).c_str()		) ) );
				fonts.push_back( ogui->LoadFont( getLocaleGuiString( ( name + "_font_underline" ).c_str()	) ) );
				fonts.push_back( ogui->LoadFont( getLocaleGuiString( ( name + "_font_h1" ).c_str()			) ) );
				fonts.push_back( ogui->LoadFont( getLocaleGuiString( ( name + "_font_page" ).c_str()		) ) );

				infoText->setFont( fonts[ 0 ] );
				infoText->registerFont( "b",    fonts[ 1 ] );
				infoText->registerFont( "i",    fonts[ 2 ] );
				infoText->registerFont( "u",	fonts[ 3 ] );
				infoText->registerFont( "h1",   fonts[ 4 ] );
			}

		}

		// finally undo button
		{
			int x = getLocaleGuiInt("gui_upgrades_undo_position_x", 0);
			int y = getLocaleGuiInt("gui_upgrades_undo_position_y", 0);
			int sizex = getLocaleGuiInt("gui_upgrades_undo_size_x", 0);
			int sizey = getLocaleGuiInt("gui_upgrades_undo_size_y", 0);
			const char *image = getLocaleGuiString("gui_upgrades_undo_image");
			const char *imageDown = getLocaleGuiString("gui_upgrades_undo_down_image");
			const char *imageHighlight = getLocaleGuiString("gui_upgrades_undo_highlight_image");

			undoButton = ogui->CreateSimpleTextButton(win, x, y, sizex, sizey, image, imageDown, imageHighlight, "", UPGRADEW_UNDOBUT);
			undoButton->SetListener(this);
			undoButton->SetFont(ui::defaultIngameFont);
		}

		// and close button
		{
			int x = getLocaleGuiInt("gui_upgrades_close_position_x", 0);
			int y = getLocaleGuiInt("gui_upgrades_close_position_y", 0);
			int sizex = getLocaleGuiInt("gui_upgrades_close_size_x", 0);
			int sizey = getLocaleGuiInt("gui_upgrades_close_size_y", 0);
			const char *label = getLocaleGuiString("gui_upgrades_close");
			const char *image = getLocaleGuiString("gui_upgrades_close_image");
			const char *imageDown = getLocaleGuiString("gui_upgrades_close_down_image");
			const char *imageHighlight = getLocaleGuiString("gui_upgrades_close_highlight_image");

			closeButton = ogui->CreateSimpleTextButton(win, x, y, sizex, sizey, image, imageDown, imageHighlight, label, UPGRADEW_CLOSEBUT);
			closeButton->SetListener(this);
			closeButton->SetFont(ui::defaultIngameFont);
		}

		// highlight for upgrades
		{
			int sizex = getLocaleGuiInt("gui_upgrades_slot_upgrade_size_x", 0);
			int sizey = getLocaleGuiInt("gui_upgrades_slot_upgrade_size_y", 0);
			upgradeHighlight = ogui->CreateSimpleTextButton(win, 0, 0, sizex, sizey, NULL, NULL, NULL, NULL);
			upgradeHighlight->SetDisabled(true);
		}
		// highlight for weapons
		{
			int sizex = getLocaleGuiInt("gui_upgrades_slot_weapon_size_x", 0);
			int sizey = getLocaleGuiInt("gui_upgrades_slot_weapon_size_y", 0);
			weaponHighlight = ogui->CreateSimpleTextButton(win, 0, 0, sizex, sizey, NULL, NULL, NULL, NULL);
			weaponHighlight->SetDisabled(true);
		}

		update();

		//game->gameUI->setGUIVisibility(game->singlePlayerNumber, false);
	}
Пример #11
0
	void UpgradeWindow::update()
	{
		/*
		int selectionNumber = -1;

		// currently selected weapon...

		// solve current weapon ui-number...
		int curWeap = -1;
		int selnum = unit->getSelectedWeapon();
		Weapon *wtype = NULL;
		if (selnum != -1) wtype = unit->getWeaponType(selnum);

		if (wtype != NULL)
		{
			curWeap = PlayerWeaponry::getUINumberByWeaponId(unit, wtype->getPartTypeId());
		}
		selectionNumber = curWeap;

		// set selection marker to that weapon...

		assert(selectionNumber >= -1 && selectionNumber < UPGRADEWINDOW_MAX_WEAPONS);

		if (selectionNumber == -1)
		{
			if (selection != NULL)
			{
				delete selection;
				selection = NULL;
			}	
		} else {
			if (weaponButtons[selectionNumber] != NULL)
			{
				if (selection == NULL)
				{
					selection = ogui->CreateSimpleImageButton(win, 0, 0, UPGRADE_WEAPON_SELECTION_SIZE_X, UPGRADE_WEAPON_SELECTION_SIZE_Y, NULL, NULL, NULL);
					selection->SetReactMask(0);
					selection->SetDisabled(true);
					selection->SetDisabledImage(selectionImage);
				}

				int x = 0;
				int y = 0;
				getWeaponPosition(selectionNumber, &x, &y);

				selection->Move(x, y);
			}
		}
		*/

		// upgrades available...

		for (int i = 0; i < UPGRADEWINDOW_MAX_WEAPONS; i++)
		{
			for (int j = 0; j < UPGRADEWINDOW_MAX_UPGRADES_PER_WEAPON; j++)
			{
				if (upgradeButtons[i][j] != NULL)
				{
					int upgid = (int)upgradeButtons[i][j]->GetArgument();
					int tmp = this->upgradesPendingCost;

					//if (game->upgradeManager->canUpgrade(unit, upgid, &tmp))
					//{
						upgradeButtons[i][j]->SetDisabled(false);
					//} else {
					//	upgradeButtons[i][j]->SetDisabled(true);
					//}

					bool alreadyUpgraded = false;
					if (game->upgradeManager->isUpgraded(unit, upgid))
					{
						alreadyUpgraded = true;
					}

					bool pending = false;

					LinkedListIterator iter(this->upgradesPending);
					while (iter.iterateAvailable())
					{
						// WARNING: void * -> int cast
						int other = (int)iter.iterateNext();
						if (other == upgid)
						{
							pending = true;
							break;
						}
					}

					if (pending || alreadyUpgraded)
					{
						upgradeSelections[i][j]->SetDisabledImage(upgradeSelectedImage);
					} else {
						upgradeSelections[i][j]->SetDisabledImage(NULL);
					}

				}
			}
		}

		if (this->upgradesPendingCost > 0)
		{
			undoButton->SetDisabled(false);
			const char *label = getLocaleGuiString("gui_upgrades_undo");
			undoButton->SetText(label);
		} else {
			undoButton->SetDisabled(true);
			undoButton->SetText("");
		}

		if (highlightOn && highlightedWeaponSlot != -1 && highlightedUpgradeSlot == -1)
		{
			weaponHighlight->SetDisabledImage(weaponHighlightImage);
			int wx = 0;
			int wy = 0;
			getWeaponPosition(highlightedWeaponSlot, &wx, &wy);
			int woffx = getLocaleGuiInt("gui_upgrades_slot_weapon_offset_x", 0);
			wx += woffx;
			weaponHighlight->Move(wx,wy);
		} else {
			weaponHighlight->SetDisabledImage(NULL);
		}

		if (highlightedWeaponSlot != -1)
		{
			if (highlightOn && highlightedUpgradeSlot != -1)
			{
				upgradeHighlight->SetDisabledImage(upgradeHighlightImage);

				int wx = 0;
				int wy = 0;
				getWeaponPosition(highlightedWeaponSlot, &wx, &wy);
				int woffx = getLocaleGuiInt("gui_upgrades_slot_weapon_offset_x", 0);
				wx += woffx;
				int x = wx;
				int y = wy;
				int firstpadx = getLocaleGuiInt("gui_upgrades_slot_upgrade_start_offset_x", 0);
				int padx = getLocaleGuiInt("gui_upgrades_slot_upgrade_offset_x", 0);
				
				x += firstpadx + highlightedUpgradeSlot * padx;

				upgradeHighlight->Move(x,y);
			} else {
				upgradeHighlight->SetDisabledImage(NULL);
			}
		} else {
			upgradeHighlight->SetDisabledImage(NULL);
		}

		// info image & text
		if (highlightedWeaponSlot != -1)
		{
			infoIcon->SetDisabledImage(weaponInfoImages[highlightedWeaponSlot]);

			if (highlightedUpgradeSlot != -1)
			{
				fb_assert(highlightedUpgradeId != -1);

				int upgid = highlightedUpgradeId;

				UpgradeType *upgType = game->upgradeManager->getUpgradeTypeById(upgid);
				const char *upgScript = upgType->getScript();

				char buf[128];
				strcpy(buf, "upgrade_desc_");
				strcat(buf, upgScript);
				infoText->setText(getLocaleGuiString(buf));
			} else {
				char buf[128];
				strcpy(buf, "upgrade_weapon_desc_weapon_");
				strcat(buf, int2str(highlightedWeaponSlot));
				infoText->setText(getLocaleGuiString(buf));
			}
		}

		{			
			int tmp = game->upgradeManager->getUpgradePartsAmount(this->unit) - this->upgradesPendingCost;
			upgradePartsText->SetText(int2str(tmp));
		}
	}
Пример #12
0
CreditsMenu::CreditsMenu( MenuCollection* menu, MenuCollection::Fonts* fonts, Ogui* o_gui, Game* g ) :
  MenuBaseImpl( NULL ),
  menuCollection( menu ),
  fonts( fonts ),
  textWindow( NULL ),
  theText( NULL ),
  yPosition( 768.0f ),
  lastYPosition( 768 ),
  lastUpdate( 0 ),
  speed( 0.0f )
{
  	assert( o_gui );
	assert( menu );
	assert( fonts );
	game = g;

	ogui = o_gui;

	win = ogui->CreateSimpleWindow( getLocaleGuiInt( "gui_creditsmenu_window_x", 0 ), getLocaleGuiInt( "gui_creditsmenu_window_y", 0 ), 
									getLocaleGuiInt( "gui_creditsmenu_window_w", 1024 ), getLocaleGuiInt( "gui_creditsmenu_window_h", 768 ), NULL );
	
	// win = ogui->CreateSimpleWindow( 0, 0, 1024, 768, NULL );
	win->Hide();
	win->SetUnmovable();


	menu->setBackgroundImage( getLocaleGuiString( "gui_credits_background_image" ) );

	/*addCloseButton( getLocaleGuiString( "gui_om_closeme" ), COMMANDS_CLOSEME, fonts->medium.normal );
	
	textWindow = ogui->CreateSimpleWindow( 0, 768, 1024, 1024, NULL );
	textWindow->SetMoveBoundaryType( OguiWindow::MOVE_BOUND_NO_PART_IN_SCREEN );
	textWindow->SetReactMask( 0 );
	textWindow->Hide();
	*/
	

	const std::string& credits = G_UiCredits;

	theText = new OguiFormattedText( win, ogui, 0, 400, 1024, 3548 );
	theText->setTextHAlign( OguiButton::TEXT_H_ALIGN_CENTER );
	
#ifdef PROJECT_SURVIVOR

	  credits_fonts.resize(3);
		credits_fonts[0] = ogui->LoadFont(getLocaleGuiString( "gui_creditsmenu_font_normal" ));
		credits_fonts[1] = ogui->LoadFont(getLocaleGuiString( "gui_creditsmenu_font_bold" ));
		credits_fonts[2] = ogui->LoadFont(getLocaleGuiString( "gui_creditsmenu_font_h1" ));
		theText->setFont( credits_fonts[0] );
		theText->registerFont( "b", credits_fonts[1] );
		theText->registerFont( "h1", credits_fonts[2] );
		theText->setLineHeight( (float)atof(getLocaleGuiString("gui_creditsmenu_line_height")) );

#else
		theText->setFont( fonts->little.normal );
		theText->registerFont( "b", fonts->medium.normal );
		theText->registerFont( "h1", fonts->little.normal );
		theText->setLineHeight( 1.5f );
#endif
	

	theText->setText( credits );
	
#ifdef LEGACY_FILES
	maskWindow = ogui->CreateSimpleWindow( 0, 0, 1024, 768, "data/GUI/Menus/credits-hack.tga" );
#else
	maskWindow = ogui->CreateSimpleWindow( 0, 0, 1024, 768, "data/gui/menu/credits/window/credits_hack.tga" );
#endif
	maskWindow->SetUnmovable();


	/*
	theText = ogui->CreateTextLabel( textWindow, 0, 0, 1024, 25, credits.c_str() );
	theText->SetFont( fonts->medium );
	theText->SetLinebreaks( true );
	*/


	speed = 0.03f;
	lastUpdate = Timer::getTime();

	update();

	// textWindow->Show();

	///////////////////////////////////////////////////////////////////////////
	assert( game  );
	assert( game->gameUI ); 
	assert( game->gameUI->getController(0) );

	if( game->inCombat )
	{
		closeMenuByEsc = false;
	} 
	else
	{
		
		closeMenuByEsc = true;
		editHandle = game->gameUI->getController(0)->addKeyreader( this );
		// debugKeyreader( editHandle, false, "CreditsMenu::CreditsMenu()" );
	}
		
}
Пример #13
0
	void OptionScripting::process(util::ScriptProcess *sp, 
		int command, int intData, char *stringData, ScriptLastValueType *lastValue, 
		GameScriptData *gsd, Game *game, bool *pause)
	{
		switch(command)
		{
		case GS_CMD_GETOPTIONVALUE:
			if (stringData != NULL)
			{
				game::GameOptionManager *oman = game::GameOptionManager::getInstance();
				game::GameOption *opt = oman->getOptionByName(stringData);
				if (opt != NULL)
				{
					int tmp;
					VariableScriptingUtils vsutils;
					vsutils.getVariableValueToInt(opt, &tmp);
					*lastValue = tmp;
				} else {
					sp->error("OptionScripting::process - getOptionValue, No option with given name.");
					sp->debug(stringData);
				}
			} else {
				sp->error("OptionScripting::process - getOptionValue parameter missing.");
			}
			break;

		case GS_CMD_SETOPTIONVALUE:
			if (stringData != NULL)
			{
				game::GameOptionManager *oman = game::GameOptionManager::getInstance();
				game::GameOption *opt = oman->getOptionByName(stringData);
				if (opt != NULL)
				{
					VariableScriptingUtils vsutils;
					vsutils.setVariableValueToInt(opt, *lastValue);
					if (opt->doesNeedApply())
						::apply_options_request = true;
				} else {
					sp->error("OptionScripting::process - setOptionValue, no option with given name.");
					sp->debug(stringData);
				}
			} else {
				sp->error("OptionScripting::process - setOptionValue parameter missing.");
			}
			break;

		case GS_CMD_PRINTOPTIONVALUE:
			if (stringData != NULL)
			{
				game::GameOptionManager *oman = game::GameOptionManager::getInstance();
				game::GameOption *opt = oman->getOptionByName(stringData);
				if (opt != NULL)
				{
					VariableScriptingUtils vsutils;
					vsutils.logVariableValue(opt);
				} else {
					sp->error("OptionScripting::process - printOptionValue, no option with given name.");
					sp->debug(stringData);
				}
			} else {
				sp->error("OptionScripting::process - printOptionValue parameter missing.");
			}
			break;

		case GS_CMD_LISTOPTIONS:
			{
				game::GameOptionManager *oman = game::GameOptionManager::getInstance();
				const LinkedList *optlist = oman->getOptionsList();
				LinkedListIterator iter(optlist);
				while (iter.iterateAvailable())
				{
					game::GameOption *opt = (game::GameOption *)iter.iterateNext();
					Logger::getInstance()->warning(oman->getOptionNameForId(opt->getId()));
				}
			}
			break;

		case GS_CMD_SETOPTIONSTRINGVALUETO:
			// TODO
			//if (opt->doesNeedApply())
			//	::apply_options_request = true;
			assert(!"TODO");
			break;

		case GS_CMD_SETOPTIONSTRINGVALUE:
			if (stringData != NULL)
			{
				game::GameOptionManager *oman = game::GameOptionManager::getInstance();
				game::GameOption *opt = oman->getOptionByName(stringData);
				if (opt != NULL)
				{
					if (opt->getVariableType() == IScriptVariable::VARTYPE_STRING)
					{
						if (gsd->stringValue != NULL)
						{
							opt->setStringValue(gsd->stringValue);
							if (opt->doesNeedApply())
								::apply_options_request = true;
						} else {
							sp->error("OptionScripting::process - Attempt to setOptionStringValue for null string.");
							sp->debug(stringData);
						}
					} else {
						sp->error("OptionScripting::process - setOptionStringValue, option is not of string type.");
						sp->debug(stringData);
					}
				} else {
					sp->error("OptionScripting::process - setOptionStringValue, no option with given name.");
					sp->debug(stringData);
				}
			} else {
				sp->error("OptionScripting::process - setOptionStringValue parameter missing.");
			}
			break;

		case GS_CMD_SETOPTIONFLOATVALUETO:
			// TODO
			//if (opt->doesNeedApply())
			//	::apply_options_request = true;
			assert(!"TODO");
			break;

		case GS_CMD_SETOPTIONINTVALUETO:
			// TODO
			//if (opt->doesNeedApply())
			//	::apply_options_request = true;
			assert(!"TODO");
			break;

		case GS_CMD_SETOPTIONBOOLVALUETO:
			// TODO
			//if (opt->doesNeedApply())
			//	::apply_options_request = true;
			assert(!"TODO");
			break;

		case GS_CMD_TOGGLEOPTION:
			if (stringData != NULL)
			{
				game::GameOptionManager *oman = game::GameOptionManager::getInstance();
				game::GameOption *opt = oman->getOptionByName(stringData);
				if (opt != NULL)
				{
					if (!opt->isReadOnly())
					{
						if (opt->isToggleable())
						{
							opt->toggleValue();
							if (opt->doesNeedApply())
								::apply_options_request = true;
							Logger::getInstance()->info("Toggled option value, new value follows...");
							VariableScriptingUtils vsutils;
							vsutils.logVariableValue(opt);
						} else {
							sp->error("OptionScripting::process - Attempt to toggleOption a non-toggleable option.");
						}
					} else {
						sp->error("OptionScripting::process - Attempt to toggleOption a read-only option.");
					}
				} else {
					sp->error("OptionScripting::process - toggleOption, no option with given name.");
					sp->debug(stringData);
				}
			} else {
				sp->error("OptionScripting::process - toggleOption parameter missing.");
			}
			break;

		case GS_CMD_APPLYOPTIONS:
			::apply_options_request = true;
			break;

		case GS_CMD_unlockBonusOption:
			if(stringData != NULL)
			{
#ifdef PROJECT_SURVIVOR
				if(game && game->bonusManager)
				{
					std::string name = stringData;

					if(name == "*")
					{
						game->bonusManager->unlockAllOptions();
						break;
					}

					bool already_unlocked = game->bonusManager->isOptionUnlocked(name);

					game->bonusManager->unlockOption(name);

					if(game->gameUI->getCombatWindow( 0 ))
					{
						ElaborateHintMessageWindow* win = ((ElaborateHintMessageWindow*)game->gameUI->getCombatWindow( 0 )->getSubWindow( "ElaborateHintMessageWindow" ));
						if(win && !already_unlocked)
						{
							win->setStyle("upgradeunlock");

							std::string msg = "<h1>" + std::string(getLocaleGuiString("gui_elaboratehint_bonus_unlocked")) + "</h1>"
																+ std::string(getLocaleGuiString("gui_elaboratehint_bonus_unlocked_image"))
																+ std::string( getLocaleGuiString( ("gui_newgamemenu_bonus_" + name).c_str() ) );
							if(!game->bonusManager->areOptionsAvailable())
							{
								msg += "<br><br><i>" + std::string(getLocaleGuiString("gui_elaboratehint_bonus_complete")) + "</i> ";
							}
							else
							{
								msg += " ";
							}
							win->showMessage(msg);
						}
					}

					*lastValue = already_unlocked ? 0 : 1;
				}
#endif
			}
			else
			{
				sp->error("OptionScripting::process - unlockBonusOption parameter missing.");
			}
			break;

		case GS_CMD_makeBonusOptionsAvailable:
			{
#ifdef PROJECT_SURVIVOR
				if(game && game->bonusManager)
				{
					game->bonusManager->makeOptionsAvailable(true);
				}
#endif
			}
			break;

		case GS_CMD_getBonusOptionsAvailable:
			{
#ifdef PROJECT_SURVIVOR
				
				*lastValue = 0;

				if(game && game->bonusManager)
				{
					if(game->bonusManager->areOptionsAvailable())
					{
						*lastValue = 1;
					}
				}
#endif
			}
			break;

		default:
			sp->error("OptionsScripting::process - Unknown command.");
			assert(0);
		}
	}
Пример #14
0
MainMenu::MainMenu( MenuCollection* menu, MenuCollection::Fonts* fonts, Ogui* o_gui, Game* g, bool from_game ) :
  MenuBaseImpl( NULL ),
  menuCollection( menu ),
  fonts( fonts ),
  abortGame( NULL ),
  abortGameYes( NULL ),
  abortGameNo( NULL ),
  captureAllEvents( NULL ),
  continueButton( NULL ),
  currentActive( NULL ),
#ifdef PROJECT_SURVIVOR
  numberOfButtons( 9 ),
#else
	numberOfButtons( 7 ),
#endif
  fromGame( from_game ),
  quitPressed( false ),
  playerName( "Pertti" )
{
	assert( o_gui );
	assert( menu );
	assert( fonts );
	assert( g );
	game = g;

	ogui = o_gui;
	{
		int x = getLocaleGuiInt( "gui_mainmenu_window_x", 0 );
		int y = getLocaleGuiInt( "gui_mainmenu_window_y", 0 );
		int w = getLocaleGuiInt( "gui_mainmenu_window_w", 1024 );
		int h = getLocaleGuiInt( "gui_mainmenu_window_h", 150 );
		win = ogui->CreateSimpleWindow( x, y, w, h, NULL );
		win->Hide();
		win->SetUnmovable();
	}
	{
		int x = getLocaleGuiInt( "gui_mainmenu_window2_x", 0 );
		int y = getLocaleGuiInt( "gui_mainmenu_window2_y", 0 );
		int w = getLocaleGuiInt( "gui_mainmenu_window2_w", 0 );
		int h = getLocaleGuiInt( "gui_mainmenu_window2_h", 0 );
		win2 = ogui->CreateSimpleWindow( x, y, w, h, NULL );
		win2->Hide();
		win2->SetUnmovable();
	}
	fromGame = game->inCombat;

	// Main menu buttons
	buttonX	= getLocaleGuiInt( "gui_mainmenu_button_x", 65 );
	if ( fromGame )
			buttonY = getLocaleGuiInt( "gui_mainmenu_button_y_fromgame", 226 );
	else	buttonY = getLocaleGuiInt( "gui_mainmenu_button_y", 275 );

	buttonAddX = getLocaleGuiInt( "gui_mainmenu_button_add_x", getLocaleGuiInt( "gui_menu_common_button_add_x", 0 ) );
	buttonAddY = getLocaleGuiInt( "gui_mainmenu_button_add_y", getLocaleGuiInt( "gui_menu_common_button_add_y", 28 ) );
	buttonW = getLocaleGuiInt( "gui_mainmenu_button_w", getLocaleGuiInt( "gui_menu_common_button_w", 0 ) );
	buttonH = getLocaleGuiInt( "gui_mainmenu_button_h", getLocaleGuiInt( "gui_menu_common_button_h", 0 ) );

	// Adding the buttons
	if ( fromGame )
	{
		addButton( getLocaleGuiString( "gui_mm_resume" ),	COMMANDS_RESUME,	fonts->medium.normal, fonts->medium.highlighted );
		addSeparator();
	}
	else
	{
		continueButton = addButton( getLocaleGuiString( "gui_mm_continue" ),		COMMANDS_CONTINUE,	fonts->medium.normal, fonts->medium.highlighted );
		checkContinue();
		addSeparator();
	}

	

	addButton( getLocaleGuiString( "gui_mm_new_game" ),		COMMANDS_NEW_GAME,	fonts->medium.normal, fonts->medium.highlighted );
	addButton( getLocaleGuiString( "gui_mm_load_game" ),	COMMANDS_LOAD_GAME, fonts->medium.normal, fonts->medium.highlighted );
#ifdef PROJECT_SURVIVOR
	addButton( getLocaleGuiString( "gui_mm_survival" ),	COMMANDS_SURVIVAL, fonts->medium.normal, fonts->medium.highlighted );
	addButton( getLocaleGuiString( "gui_mm_coop" ),	COMMANDS_COOP, fonts->medium.normal, fonts->medium.highlighted );
#endif
	addButton( getLocaleGuiString( "gui_mm_profiles" ),		COMMANDS_PROFILES,	fonts->medium.normal, fonts->medium.highlighted );
	addButton( getLocaleGuiString( "gui_mm_options" ),		COMMANDS_OPTIONS,	fonts->medium.normal, fonts->medium.highlighted );
	addSeparator();
	addButton( getLocaleGuiString( "gui_mm_credits" ),		COMMANDS_CREDITS,	fonts->medium.normal, fonts->medium.highlighted );
	addButton( getLocaleGuiString( "gui_mm_quit" ),			COMMANDS_QUIT,		fonts->medium.normal, fonts->medium.highlighted );

	closeMenuByEsc = false;

	// disable profiles menu if from coop
	if( game->inCombat && game->isCooperative() )
	{
		std::list< OguiButton* >::iterator i = buttons.begin();
		for( i = buttons.begin(); i != buttons.end(); ++i )
		{
			if( (*i)->GetId() == COMMANDS_PROFILES )
			{
				(*i)->SetDisabled( true );
#ifdef PROJECT_SURVIVOR
				(*i)->SetText("");
#endif
			}
		}
	}

	firstUpdate = true;
}
Пример #15
0
	AmmoWindow::AmmoWindow(Ogui *ogui, game::Game *game, int clientNum, bool coop )
	{
		this->ogui = ogui;
		this->game = game;
		this->clientNum = clientNum;

		
		std::string prefix = "gui_ammo_";

		if( coop ) 
		{
			prefix = "gui_ammo_coop" + boost::lexical_cast< std::string >( clientNum ) + "_";
		}

		int xPosition = getLocaleGuiInt( ( prefix + "position_x" ).c_str(), 0);
		int yPosition = getLocaleGuiInt( ( prefix + "position_y" ).c_str(), 0);

		this->win = ogui->CreateSimpleWindow(xPosition, yPosition, getLocaleGuiInt( ( prefix + "size_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "size_y" ).c_str(), 0), NULL);
		this->win->SetUnmovable();

		this->ammoBackgroundImage = ogui->LoadOguiImage(getLocaleGuiString( ( prefix + "clip_image").c_str()));
		this->ammoTotalBackgroundImage = ogui->LoadOguiImage(getLocaleGuiString( ( prefix + "total_image").c_str()));

		this->fillupImage = ogui->LoadOguiImage(getLocaleGuiString( ( prefix + "clip_fillup_image").c_str()));

		ammoBackgroundButton = ogui->CreateSimpleImageButton(win, getLocaleGuiInt( ( prefix + "clip_offset_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "clip_offset_y" ).c_str(), 0), getLocaleGuiInt( ( prefix + "clip_size_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "clip_size_y" ).c_str(), 0), NULL, NULL, NULL);
		ammoBackgroundButton->SetDisabled(true);
		ammoBackgroundButton->SetDisabledImage(ammoBackgroundImage);

		ammoTotalBackgroundButton = ogui->CreateSimpleImageButton(win, getLocaleGuiInt( ( prefix + "total_offset_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "total_offset_y" ).c_str(), 0), getLocaleGuiInt( ( prefix + "total_size_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "total_size_y" ).c_str(), 0), NULL, NULL, NULL);
		ammoTotalBackgroundButton->SetDisabled(true);
		ammoTotalBackgroundButton->SetDisabledImage(ammoTotalBackgroundImage);

		fillupButton = ogui->CreateSimpleImageButton(win, getLocaleGuiInt( ( prefix + "clip_fillup_offset_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "clip_fillup_offset_y" ).c_str(), 0), getLocaleGuiInt( ( prefix + "clip_fillup_size_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "clip_fillup_size_y" ).c_str(), 0), NULL, NULL, NULL);
		fillupButton->SetDisabled(true);
		fillupButton->SetDisabledImage(fillupImage);

		fontClip = ogui->LoadFont( getLocaleGuiString( (prefix + "font_clip" ).c_str() ) );

		ammoAmountText = ogui->CreateTextLabel(win, getLocaleGuiInt( ( prefix + "clip_offset_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "clip_offset_y" ).c_str(), 0), getLocaleGuiInt( ( prefix + "clip_size_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "clip_size_y" ).c_str(), 0), "");
		ammoAmountText->SetFont( fontClip ? fontClip : ui::defaultIngameNumbersBoldFont );

		fontTotal = ogui->LoadFont( getLocaleGuiString( (prefix + "font_total" ).c_str() ) );

		ammoTotalAmountText = ogui->CreateTextLabel(win, getLocaleGuiInt( ( prefix + "total_offset_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "total_offset_y" ).c_str(), 0), getLocaleGuiInt( ( prefix + "total_size_x" ).c_str(), 0), getLocaleGuiInt( ( prefix + "total_size_y" ).c_str(), 0), "");
		ammoTotalAmountText->SetFont( fontTotal ? fontTotal : ui::defaultIngameNumbersBoldSmallFont );

		lastUpdateValue = -1;
		lastUpdateWeapon = -1;
		lastUpdateTotalValue = -1;
		win->SetEffectListener(this);

		int alignment = OguiAligner::WIDESCREEN_FIX_RIGHT;
		if(xPosition < 512)
			alignment = OguiAligner::WIDESCREEN_FIX_LEFT;

#ifdef PROJECT_SURVIVOR
		OguiAligner::align(win, alignment, ogui);
		OguiAligner::align(ammoBackgroundButton, alignment, ogui);
		OguiAligner::align(ammoTotalBackgroundButton, alignment, ogui);
		OguiAligner::align(fillupButton, alignment, ogui);
		OguiAligner::align(ammoAmountText, alignment, ogui);
		OguiAligner::align(ammoTotalAmountText, alignment, ogui);
#endif
	}
Пример #16
0
  CommandWindow::CommandWindow(Ogui *ogui, game::Game *game, int player)
  {
    this->player = player;
    this->game = game;
    this->ogui = ogui;
    this->quitPressed = false;
    buttons = new LinkedList();

    win = ogui->CreateSimpleWindow(0, 0, 1024, 768, "Data/GUI/Windows/menu_nebula_background.tga");
    win->Hide();

	

    OguiButton *b;

    /*
    b = ogui->CreateSimpleTextButton(win, 16, 16, 200, 50, 
      "Data/Buttons/mainmenu.tga", "Data/Buttons/mainmenu_down.tga",
      "Data/Buttons/mainmenu_highlight.tga", "Main menu", COMMANDW_MAINMENU);
    b->SetListener(this);
    buttons->append(b);
    */

    //b = ogui->CreateSimpleTextButton(win, 512-250, 700, 250, 50, 
    //  "Data/GUI/Buttons/armormod.tga", "Data/GUI/Buttons/armormod_down.tga",
    //  "Data/GUI/Buttons/armormod_highlight.tga", "Modify armors", COMMANDW_ARMOR);
    //b->SetListener(this);
		//b->SetDisabled(true); // disable armor modification button
    //buttons->append(b);

	

    //b = ogui->CreateSimpleTextButton(win, 512, 700, 250, 50, 
    //  "Data/GUI/Buttons/storage.tga", "Data/GUI/Buttons/storage_down.tga",
    //  "Data/GUI/Buttons/storage_highlight.tga", "Storage", COMMANDW_STORAGE);
    //b->SetListener(this);
		//b->SetDisabled(true); // disable storage button
    //buttons->append(b);

	
	font = ogui->LoadFont( "Data/Fonts/mainmenu_big.ogf" );

	b = ogui->CreateSimpleTextButton( win, 65, 315, 573, 27, 
		"Data/GUI/Buttons/mainmenu_button_normal.tga", "Data/GUI/Buttons/mainmenu_button_high.tga",
		"Data/GUI/Buttons/mainmenu_button_high.tga", getLocaleGuiString( "gui_mm_new_game" ), COMMANDW_COMBAT );
	b->SetListener( this );
	buttons->append( b );
	b->SetFont( font );
	startButton = b;
	b->SetTextHAlign( OguiButton::TEXT_H_ALIGN_LEFT );

	int i;
	for( i = 1; i <= 3; i++ )
	{
		b = ogui->CreateSimpleTextButton( win, 65, 315+(28*i), 573, 27, 
			"Data/GUI/Buttons/mainmenu_button_normal.tga", "Data/GUI/Buttons/mainmenu_button_high.tga",
			"Data/GUI/Buttons/mainmenu_button_high.tga", getLocaleGuiString( "gui_mm_options" ), COMMANDW_COMBAT );
		b->SetListener( this );
		buttons->append( b );
	    b->SetFont( font );
		b->SetTextHAlign( OguiButton::TEXT_H_ALIGN_LEFT );
	}

	b = ogui->CreateSimpleTextButton( win, 65, 462, 573, 27, 
		"Data/GUI/Buttons/mainmenu_button_normal.tga", "Data/GUI/Buttons/mainmenu_button_high.tga",
		"Data/GUI/Buttons/mainmenu_button_high.tga", getLocaleGuiString( "gui_mm_credits" ), COMMANDW_COMBAT );
	b->SetListener( this );
	buttons->append( b );
	b->SetFont( font );
	b->SetTextHAlign( OguiButton::TEXT_H_ALIGN_LEFT );

	b = ogui->CreateSimpleTextButton( win, 65, 462+28, 573, 27, 
		"Data/GUI/Buttons/mainmenu_button_normal.tga", "Data/GUI/Buttons/mainmenu_button_high.tga",
		"Data/GUI/Buttons/mainmenu_button_high.tga", getLocaleGuiString( "gui_mm_quit" ), COMMANDW_QUIT );
	b->SetListener( this );
	buttons->append( b );
	b->SetFont( font );
	b->SetTextHAlign( OguiButton::TEXT_H_ALIGN_LEFT );

	/*
    b = ogui->CreateSimpleTextButton(win, 512-250*2, 710, 250, 50, 
      "Data/GUI/Buttons/mainquit.tga", "Data/GUI/Buttons/mainquit_down.tga",
      "Data/GUI/Buttons/mainquit_highlight.tga", getLocaleGuiString("gui_quit"), COMMANDW_QUIT);
    b->SetListener(this);
    buttons->append(b);

    b = ogui->CreateSimpleTextButton(win, 512+250, 710, 250, 50, 
      "Data/GUI/Buttons/combat.tga", "Data/GUI/Buttons/combat_down.tga",
      "Data/GUI/Buttons/combat_highlight.tga", getLocaleGuiString("gui_mission_start_mission"), COMMANDW_COMBAT);
    b->SetListener(this);
    buttons->append(b);
		startButton = b;
	*/
		/*
		int chksum1 = 1280806280;
		int chksize1 = 11701276;
		chksum1 ^= 3000100245;
		chksize1 ^= 11000300;
		if (!util::Checksummer::doesChecksumAndSizeMatchFile(chksum1, chksize1, "Data/GUI/Windows/command.dds"))
		{
			b->SetDisabled(true);
		}
		*/

    ogui->SetCursorImageState(0, DH_CURSOR_ARROW);

	optionsWindow = new OptionsWindow(game, ogui, player);

	// Foreground 
	foreground = ogui->CreateSimpleWindow( 0, 0, 1024, 768, "Data/GUI/Windows/menu_planet_foreground.tga" );
	foreground->SetReactMask( 0 );
  }
Пример #17
0
	OptionsWindow::OptionsWindow(game::Game *game, Ogui *ogui, int player)
	{
		this->ogui = ogui;
		this->game = game;
		this->player = player;
		
//		win = ogui->CreateSimpleWindow(1024-256, 768-128-16-40, 256, 120, NULL);
		win = ogui->CreateSimpleWindow(1024-220, 16, 220, 120, NULL);
		win->SetUnmovable();
		win->SetReactMask(OGUI_WIN_REACT_MASK_CURSOR_1);

		for (int ci = 0; ci < MAX_PLAYERS_PER_CLIENT; ci++)		
		{
			playerTextLabel[ci] = NULL;
			playerEnabledButton[ci] = NULL;
			playerControllerButton[ci] = NULL;
		}

    OguiButton *b;

		/*
		//TEMP! only 1 player
		//for (int i = 0; i < MAX_PLAYERS_PER_CLIENT; i++)		
		for (int i = 0; i < 1; i++)		
		{
			const char *pltxt = "?";
			if (i == 0) pltxt = getLocaleGuiString("gui_options_player_1"); //"Player 1";
			if (i == 1) pltxt = getLocaleGuiString("gui_options_player_2"); //"Player 2";
			if (i == 2) pltxt = getLocaleGuiString("gui_options_player_3"); //"Player 3";
			if (i == 3) pltxt = getLocaleGuiString("gui_options_player_4"); //"Player 4";

			playerTextLabel[i] = ogui->CreateTextLabel(win, 0, i * 20, 64, 18, pltxt);
			playerTextLabel[i]->SetFont(ui::defaultMediumIngameFont);
			playerTextLabel[i]->SetTextHAlign(OguiButton::TEXT_H_ALIGN_RIGHT);

			// player on/off button
			b = ogui->CreateSimpleTextButton(win, 64, i * 20, 32, 20, "Data/GUI/Buttons/playerenabled.tga", "Data/GUI/Buttons/playerenabled_down.tga", "Data/GUI/Buttons/playerenabled_highlight.tga", "", OPTIONSW_PLAYERENABLED_FIRST + i);
			b->SetReactMask(OGUI_REACT_MASK_OVER | OGUI_REACT_MASK_BUT_1);
			b->SetListener(this);
			b->SetEventMask(OGUI_EMASK_CLICK);
			b->SetFont(ui::defaultMediumIngameFont);
			b->SetTextHAlign(OguiButton::TEXT_H_ALIGN_CENTER);
			b->SetTextVAlign(OguiButton::TEXT_V_ALIGN_MIDDLE);

			playerEnabledButton[i] = b;

			// player controller button
			b = ogui->CreateSimpleTextButton(win, 64+32, i * 20, 96, 20, "Data/GUI/Buttons/playercontroller.tga", "Data/GUI/Buttons/playercontroller_down.tga", "Data/GUI/Buttons/playercontroller_highlight.tga", "", OPTIONSW_PLAYERCONTROLLER_FIRST + i);
			b->SetReactMask(OGUI_REACT_MASK_OVER | OGUI_REACT_MASK_BUT_1);
			b->SetListener(this);
			b->SetEventMask(OGUI_EMASK_CLICK);
			b->SetFont(ui::defaultMediumIngameFont);
			b->SetTextHAlign(OguiButton::TEXT_H_ALIGN_LEFT);
			b->SetTextVAlign(OguiButton::TEXT_V_ALIGN_MIDDLE);

			playerControllerButton[i] = b;
		}
		*/

		// difficulty label
		difficultyTextLabel = ogui->CreateTextLabel(win, 0, 3 * 20, 64, 18, getLocaleGuiString("gui_options_difficulty"));
		difficultyTextLabel->SetFont(ui::defaultMediumIngameFont);
		difficultyTextLabel->SetTextHAlign(OguiButton::TEXT_H_ALIGN_RIGHT);

		// autoadjust difficulty label
		/*
		autoadjustTextLabel = ogui->CreateTextLabel(win, 0, 4 * 20, 64, 18, getLocaleGuiString("gui_options_auto_balance"));
		autoadjustTextLabel->SetFont(ui::defaultMediumIngameFont);
		autoadjustTextLabel->SetTextHAlign(OguiButton::TEXT_H_ALIGN_RIGHT);
		*/

		// difficulty level
		b = ogui->CreateSimpleTextButton(win, 64, 3 * 20, 96, 20, "Data/GUI/Buttons/playercontroller.tga", "Data/GUI/Buttons/playercontroller_down.tga", "Data/GUI/Buttons/playercontroller_highlight.tga", "", OPTIONSW_DIFFICULTY_LEVEL);
		b->SetReactMask(OGUI_REACT_MASK_OVER | OGUI_REACT_MASK_BUT_1);
		b->SetListener(this);
		b->SetEventMask(OGUI_EMASK_CLICK);
		b->SetFont(ui::defaultMediumIngameFont);
		b->SetTextHAlign(OguiButton::TEXT_H_ALIGN_CENTER);
		b->SetTextVAlign(OguiButton::TEXT_V_ALIGN_MIDDLE);

		difficultyButton = b;

		// autoadjust difficulty		
		/*
		b = ogui->CreateSimpleTextButton(win, 64, 4 * 20, 20, 20, "Data/GUI/Buttons/playerenabled.tga", "Data/GUI/Buttons/playerenabled_down.tga", "Data/GUI/Buttons/playerenabled_highlight.tga", "", OPTIONSW_AUTOADJUST);
		b->SetReactMask(OGUI_REACT_MASK_OVER | OGUI_REACT_MASK_BUT_1);
		b->SetListener(this);
		b->SetEventMask(OGUI_EMASK_CLICK);
		b->SetFont(ui::defaultMediumIngameFont);
		b->SetTextHAlign(OguiButton::TEXT_H_ALIGN_CENTER);
		b->SetTextVAlign(OguiButton::TEXT_V_ALIGN_MIDDLE);

		autoadjustButton = b;
		*/

		// HACK: SET DEFAULT DIFFICULTY TO EASY
		int difficultyLevel = 25;
		game->gameScripting->setGlobalIntVariableValue("general_difficulty_level", difficultyLevel);
		game->gameScripting->setGlobalIntVariableValue("damage_amount_level", difficultyLevel);
		game->gameScripting->setGlobalIntVariableValue("item_amount_level", difficultyLevel);
		game->gameScripting->setGlobalIntVariableValue("hostile_amount_level", difficultyLevel);

		refresh();
	}
Пример #18
0
	void OptionsWindow::refresh()
	{
		for (int i = 0; i < MAX_PLAYERS_PER_CLIENT; i++)
		{
			bool playerOn = false;
			if (playerEnabledButton[i] != NULL)
			{
				const char *txt = getLocaleGuiString("gui_options_off");//"Off";
				if ((i == 0 && game::SimpleOptions::getBool(DH_OPT_B_1ST_PLAYER_ENABLED))
					|| (i == 1 && game::SimpleOptions::getBool(DH_OPT_B_2ND_PLAYER_ENABLED))
					|| (i == 2 && game::SimpleOptions::getBool(DH_OPT_B_3RD_PLAYER_ENABLED))
					|| (i == 3 && game::SimpleOptions::getBool(DH_OPT_B_4TH_PLAYER_ENABLED)))
				{
					txt = getLocaleGuiString("gui_options_on");//"On";
					playerOn = true;
				}
				playerEnabledButton[i]->SetText(txt);
			}

			if (playerControllerButton[i] != NULL)
			{
				const char *txt = getLocaleGuiString("gui_options_none");//" None";
				const char *keybinds = "";
				if (i == 0) keybinds = game::SimpleOptions::getString(DH_OPT_S_1ST_PLAYER_KEYBINDS);
				if (i == 1) keybinds = game::SimpleOptions::getString(DH_OPT_S_2ND_PLAYER_KEYBINDS);
				if (i == 2) keybinds = game::SimpleOptions::getString(DH_OPT_S_3RD_PLAYER_KEYBINDS);
				if (i == 3) keybinds = game::SimpleOptions::getString(DH_OPT_S_4TH_PLAYER_KEYBINDS);

				if (keybinds != NULL && keybinds[0] != '\0')
				{
					txt = getLocaleGuiString("gui_options_custom"); //" Custom";

					if (strcmp(keybinds, "Config/keybinds_mouse.txt") == 0)
						txt = getLocaleGuiString("gui_options_kb_mouse");//" Kb+Mouse";
					if (strcmp(keybinds, "Config/keybinds_joypad1.txt") == 0)
						txt = getLocaleGuiString("gui_options_joypad1");//" Joypad 1";
					if (strcmp(keybinds, "Config/keybinds_joypad2.txt") == 0)
						txt = getLocaleGuiString("gui_options_joypad2");//" Joypad 2";
				}

				if (!playerOn)
				{
					txt = getLocaleGuiString("gui_options_disabled"); //" Disabled";
					playerControllerButton[i]->SetDisabled(true);
				} else {
					playerControllerButton[i]->SetDisabled(false);
				}

				playerControllerButton[i]->SetText(txt);
			}
		}

		const char *lvlName = getLocaleGuiString("gui_custom");
		int difficultyLevel = game->gameScripting->getGlobalIntVariableValue("general_difficulty_level");
		if (difficultyLevel < 25)
		{
			lvlName = getLocaleGuiString("gui_options_very_easy");
		}
		else if (difficultyLevel < 50)
		{
			lvlName = getLocaleGuiString("gui_options_easy");
		}
		else if (difficultyLevel < 75)
		{
			lvlName = getLocaleGuiString("gui_options_normal");
		}
		else if (difficultyLevel < 100)
		{
			lvlName = getLocaleGuiString("gui_options_hard");
		}
		else if (difficultyLevel == 100)
		{
			lvlName = getLocaleGuiString("gui_options_very_hard");
		}
		difficultyButton->SetText(lvlName);

		/*
		int autoadjust = game->gameScripting->getGlobalIntVariableValue("autoadjust_difficulty_level");

		if (autoadjust != 0)
			autoadjustButton->SetText("X");
		else
			autoadjustButton->SetText("");
		*/

	}