示例#1
0
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);
	}
}
示例#2
0
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;
	}
}
示例#4
0
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;
		}
	}
}
示例#5
0
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 );
}
示例#6
0
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 );
}