示例#1
0
/* Create a new dialog, or reposition an existing one, in an appropriate
   position for showing prompts. Also draw a border around it. */
WINDOW *
newdialog(int height, int width, int dismissable, WINDOW *win)
{
    int starty, startx;

    if (height < 3)
        height = 3;
    if (height > LINES)
        height = LINES;
    if (width > COLS)
        width = COLS;

    if (game_is_running) {
        /* instead of covering up messages, draw the dialog as if it were a
           message */
        fresh_message_line(TRUE);
        draw_msgwin();
        if (getmaxx(msgwin) < getmaxx(stdscr))
            width = getmaxx(msgwin) + (ui_flags.draw_outer_frame_lines ? 2 : 0);
        else
            width = getmaxx(stdscr);
        startx = 0;
        starty = getmaxy(msgwin) - (ui_flags.draw_outer_frame_lines ? 0 : 1);
    } else {
        /* out of game, keep dialogs centred */
        starty = (LINES - height) / 2;
        startx = (COLS - width) / 2;
    }

    redraw_popup_windows();

    if (!win)
        win = newwin_onscreen(height, width, starty, startx);
    else {
        mvwin(win, starty, startx);
        wresize(win, height, width);
    }

    werase(win);
    keypad(win, TRUE);
    meta(win, TRUE);
    nh_window_border(win, dismissable);
    return win;
}
示例#2
0
static void
curses_print_message_core(int turn, const char *msg, nh_bool canblock)
{
    int hsize, vsize, maxlen;
    nh_bool died;

    if (!msghistory)
        alloc_hist_array();

    if (turn != prevturn)
        start_of_turn_curline = last_redraw_curline = curline;

    if (turn < prevturn)        /* going back in time can happen during replay */
        prune_messages(turn);

    if (!*msg)
        return; /* empty message. done. */

    if (action > prevaction) {
        /* re-enable output if it was stopped and start a new line */
        stopprint = FALSE;
        newline();
    }
    prevturn = turn;
    prevaction = action;

    store_message(turn, msg);

    if (stopprint)
        return;

    /* 
     * generally we want to put as many messages on one line as possible to
     * maximize space usage. A new line is begun after each player turn or if
     * more() is called via pause_messages(). "You die" also deserves its own line.
     * 
     * If the message area is only one line high, space for "--More--" must be
     * reserved at the end of the line, otherwise  --More-- is shown on a new line.
     */

    getmaxyx(msgwin, vsize, hsize);

    maxlen = hsize;
    if (maxlen >= COLNO)
        maxlen = COLNO - 1;
    if (vsize == 1)
        maxlen -= 8;    /* for "--More--" */

    died = !strncmp(msg, "You die", 7);
    if (strlen(msglines[curline]) + strlen(msg) + 1 < maxlen && !died) {
        if (msglines[curline][0])
            strcat(msglines[curline], "  ");
        strcat(msglines[curline], msg);
    } else {
        int idx, output_count;
        char **output;

        wrap_text(maxlen, msg, &output_count, &output);

        for (idx = 0; idx < output_count; idx++) {
            if (strlen(msglines[curline]) > 0)
                fresh_message_line(canblock);
            if (stopprint)
                break;  /* may get set in more() */
            strcpy(msglines[curline], output[idx]);
        }

        free_wrap(output);
    }

    draw_msgwin();
}