示例#1
0
/**
 * @brief Opens a dialogue window with an ok button, a fixed message and an image.
 *
 *    @param caption Window title.
 *    @param msg Message to display.
 *    @param width Width of the image. Negative uses image width.
 *    @param height Height of the image. Negative uses image height.
 */
void dialogue_msgImgRaw( const char* caption, const char *msg, const char *img, int width, int height )
{
   int w, h, img_width, img_height;
   glFont* font;
   unsigned int msg_wid;
   int done;
   glTexture *gfx;
   char buf[PATH_MAX];

   /* Get the desired texture */
   /* IMPORTANT : texture must not be freed here, it will be freed when the widget closes */
   nsnprintf( buf, sizeof(buf), "%s%s", GFX_PATH, img );
   gfx = gl_newImage( buf, 0 );

   /* Find the popup's dimensions from text and image */
   img_width  = (width < 0)  ? gfx->w : width;
   img_height = (height < 0) ? gfx->h : height;
   font = dialogue_getSize( caption, msg, &w, &h );
   if (h < img_width) {
      h = img_width;
   }

   /* Create the window */
   msg_wid = window_create( caption, -1, -1, img_width + w, 110 + h );
   window_setData( msg_wid, &done );

   /* Add the text box */
   window_addText( msg_wid, img_width+40, -40, w-40, h,  0, "txtMsg",
         font, &cBlack, msg );

   /* Add a placeholder rectangle for the image */
   window_addRect( msg_wid, 20, -40, img_width, img_height,
         "rctGFX", &cGrey10, 1 );

   /* Actually add the texture in the rectangle */
   window_addImage( msg_wid, 20, -40, img_width, img_height,
         "ImgGFX", gfx, 0 );

   /* Add the OK button */
   window_addButton( msg_wid, (img_width+w -50)/2, 20, 50, 30, "btnOK", "OK",
         dialogue_close );

   dialogue_open++;
   toolkit_loop( &done );
}
示例#2
0
/**
 * @brief Opens the shipyard window.
 */
void shipyard_open( unsigned int wid )
{
   int i;
   Ship **ships;
   char **sships;
   glTexture **tships;
   int nships;
   int w, h;
   int iw, ih;
   int bw, bh, padding, off;
   int th;
   int y;
   const char *buf;

   /* Mark as generated. */
   land_tabGenerate(LAND_WINDOW_SHIPYARD);

   /* Init vars. */
   shipyard_selected = NULL;

   /* Get window dimensions. */
   window_dimWindow( wid, &w, &h );

   /* Calculate image array dimensions. */
   iw = 310 + (w-800);
   ih = h - 60;

   /* Left padding + per-button padding * nbuttons */
   padding = 40 + 20 * 4;

   /* Calculate button dimensions. */
   bw = (w - iw - padding) / 4;
   bh = LAND_BUTTON_HEIGHT;

   /* buttons */
   window_addButtonKey( wid, off = -20, 20,
         bw, bh, "btnCloseShipyard",
         "Take Off", land_buttonTakeoff, SDLK_t );
   window_addButtonKey( wid, off -= 20+bw, 20,
         bw, bh, "btnTradeShip",
         "Trade-In", shipyard_trade, SDLK_r );
   window_addButtonKey( wid, off -= 20+bw, 20,
         bw, bh, "btnBuyShip",
         "Buy", shipyard_buy, SDLK_b );
   window_addButtonKey( wid, off -= 20+bw, 20,
         bw, bh, "btnFindShips",
         "Find Ships", shipyard_find, SDLK_f );

   /* target gfx */
   window_addRect( wid, -41, -50,
         SHIP_TARGET_W, SHIP_TARGET_H, "rctTarget", &cBlack, 0 );
   window_addImage( wid, -40, -50,
         SHIP_TARGET_W, SHIP_TARGET_H, "imgTarget", NULL, 1 );

   /* slot types */
   window_addCust( wid, -20, -160, 148, 70, "cstSlots", 0.,
         shipyard_renderSlots, NULL, NULL );

   /* stat text */
   window_addText( wid, -40, -240, 128, 200, 0, "txtStats",
         &gl_smallFont, &cBlack, NULL );

   /* text */
   buf = "Model:\n"
         "Class:\n"
         "Fabricator:\n"
         "Crew:\n"
         "\n"
         "CPU:\n"
         "Mass:\n"
         "Thrust:\n"
         "Speed:\n"
         "Turn:\n"
         "\n"
         "Absorption:\n"
         "Shield:\n"
         "Armour:\n"
         "Energy:\n"
         "Cargo Space:\n"
         "Fuel:\n"
         "Fuel Use:\n"
         "Price:\n"
         "Money:\n"
         "License:\n";
   th = gl_printHeightRaw( &gl_smallFont, 100, buf );
   y  = -55;
   window_addText( wid, 40+iw+20, y,
         100, th, 0, "txtSDesc", &gl_smallFont, &cDConsole, buf );
   window_addText( wid, 40+iw+20+100, y,
         w-(40+iw+20+100)-20, th, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL );
   y -= th;
   window_addText( wid, 20+iw+40, y,
         w-(20+iw+40) - 180, 185, 0, "txtDescription",
         &gl_smallFont, NULL, NULL );

   /* set up the ships to buy/sell */
   ships = tech_getShip( land_planet->tech, &nships );
   if (nships <= 0) {
      sships    = malloc(sizeof(char*));
      sships[0] = strdup("None");
      tships    = malloc(sizeof(glTexture*));
      tships[0] = NULL;
      nships    = 1;
   }
   else {
      sships = malloc(sizeof(char*)*nships);
      tships = malloc(sizeof(glTexture*)*nships);
      for (i=0; i<nships; i++) {
         sships[i] = strdup(ships[i]->name);
         tships[i] = ships[i]->gfx_store;
      }
      free(ships);
   }
   window_addImageArray( wid, 20, 20,
         iw, ih, "iarShipyard", 64./96.*128., 64.,
         tships, sships, nships, shipyard_update, shipyard_rmouse );

   /* write the shipyard stuff */
   shipyard_update(wid, NULL);
   /* Set default keyboard focuse to the list */
   window_setFocus( wid , "iarShipyard" );
}
示例#3
0
文件: menu.c 项目: zid/naev
/**
 * @brief Opens the main menu (titlescreen).
 */
void menu_main (void)
{
   int offset_logo, offset_wdw, freespace;
   unsigned int bwid, wid;
   glTexture *tex;

   /* Play load music. */
   music_choose("load");

   /* Load background and friends. */
   tex = gl_newImage( "gfx/NAEV.png", 0 );
   main_naevLogo = tex;
   nebu_prep( 300., 0. ); /* Needed for nebula to not spaz out */

   /* Calculate Logo and window offset. */
   freespace = SCREEN_H - tex->sh - MAIN_HEIGHT;
   if (freespace < 0) { /* Not enough freespace, this can get ugly. */
      offset_logo = SCREEN_W - tex->sh;
      offset_wdw  = 0;
   }
   else {
      /* We'll want a maximum seperation of 30 between logo and text. */
      if (freespace/3 > 25) {
         freespace -= 25;
         offset_logo = -25;
         offset_wdw  = -25 - tex->sh - 25;
      }
      /* Otherwise space evenly. */
      else {
         offset_logo = -freespace/3;
         offset_wdw  = freespace/3;
      }
   }

   /* create background image window */
   bwid = window_create( "BG", -1, -1, SCREEN_W, SCREEN_H );
   window_onClose( bwid, menu_main_cleanBG );
   window_addRect( bwid, 0, 0, SCREEN_W, SCREEN_H, "rctBG", &cBlack, 0 );
   window_addCust( bwid, 0, 0, SCREEN_W, SCREEN_H, "cstBG", 0,
         menu_main_nebu, NULL, &menu_main_lasttick );
   window_addImage( bwid, (SCREEN_W-tex->sw)/2., offset_logo, "imgLogo", tex, 0 );
   window_addText( bwid, 0., 10, SCREEN_W, 30., 1, "txtBG", NULL,
         &cWhite, naev_version(1) );

   /* create menu window */
   wid = window_create( "Main Menu", -1, offset_wdw,
         MAIN_WIDTH, MAIN_HEIGHT );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20)*4,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnLoad", "Load Game", menu_main_load );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20)*3,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnNew", "New Game", menu_main_new );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20)*2,
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnOptions", "Options", menu_options_button );
   window_addButton( wid, 20, 20 + (BUTTON_HEIGHT+20),
         BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnCredits", "Credits", menu_main_credits );
   window_addButton( wid, 20, 20, BUTTON_WIDTH, BUTTON_HEIGHT,
         "btnExit", "Exit", menu_exit );

   /* Make the background window a parent of the menu. */
   window_setParent( bwid, wid );

   /* Reset timer. */
   menu_main_lasttick = SDL_GetTicks();

   menu_Open(MENU_MAIN);
}
示例#4
0
/**
 * @brief Opens the outfit exchange center window.
 */
void outfits_open( unsigned int wid )
{
   int i;
   Outfit **outfits;
   char **soutfits;
   glTexture **toutfits;
   int noutfits;
   int w, h;
   int iw, ih;
   int bw, bh;
   glColour *bg, blend;
   const glColour *c;
   char **slottype;
   const char *slotname;

   /* Get dimensions. */
   outfits_getSize( wid, &w, &h, &iw, &ih, &bw, &bh );

   /* will allow buying from keyboard */
   window_setAccept( wid, outfits_buy );

   /* buttons */
   window_addButton( wid, -20, 20,
         bw, bh, "btnCloseOutfits",
         "Takeoff", land_buttonTakeoff );
   window_addButton( wid, -40-bw, 20,
         bw, bh, "btnSellOutfit",
         "Sell", outfits_sell );
   window_addButton( wid, -60-bw*2, 20,
         bw, bh, "btnBuyOutfit",
         "Buy", outfits_buy );

   /* fancy 128x128 image */
   window_addRect( wid, 19 + iw + 20, -50, 128, 129, "rctImage", &cBlack, 0 );
   window_addImage( wid, 20 + iw + 20, -50-128, 0, 0, "imgOutfit", NULL, 1 );

   /* cust draws the modifier */
   window_addCust( wid, -40-bw, 60+2*bh,
         bw, bh, "cstMod", 0, outfits_renderMod, NULL, NULL );

   /* the descriptive text */
   window_addText( wid, 20 + iw + 20 + 128 + 20, -60,
         320, 160, 0, "txtOutfitName", &gl_defFont, &cBlack, NULL );
   window_addText( wid, 20 + iw + 20 + 128 + 20, -60 - gl_defFont.h - 20,
         320, 160, 0, "txtDescShort", &gl_smallFont, &cBlack, NULL );
   window_addText( wid, 20 + iw + 20, -60-128-10,
         60, 160, 0, "txtSDesc", &gl_smallFont, &cDConsole,
         "Owned:\n"
         "\n"
         "Slot:\n"
         "Size:\n"
         "Mass:\n"
         "\n"
         "Price:\n"
         "Money:\n"
         "License:\n" );
   window_addText( wid, 20 + iw + 20 + 60, -60-128-10,
         250, 160, 0, "txtDDesc", &gl_smallFont, &cBlack, NULL );
   window_addText( wid, 20 + iw + 20, -60-128-10-160,
         w-(iw+80), 180, 0, "txtDescription",
         &gl_smallFont, NULL, NULL );

   /* set up the outfits to buy/sell */
   outfits = tech_getOutfit( land_planet->tech, &noutfits );
   if (noutfits <= 0) { /* No outfits */
      soutfits    = malloc(sizeof(char*));
      soutfits[0] = strdup("None");
      toutfits    = malloc(sizeof(glTexture*));
      toutfits[0] = NULL;
      noutfits    = 1;
      bg          = NULL;
      slottype    = NULL;
   }
   else {
      /* Create the outfit arrays. */
      soutfits = malloc(sizeof(char*)*noutfits);
      toutfits = malloc(sizeof(glTexture*)*noutfits);
      bg       = malloc(sizeof(glColour)*noutfits);
      slottype = malloc(sizeof(char*)*noutfits );
      for (i=0; i<noutfits; i++) {
         soutfits[i] = strdup(outfits[i]->name);
         toutfits[i] = outfits[i]->gfx_store;

         /* Background colour. */
         c = outfit_slotSizeColour( &outfits[i]->slot );
         if (c == NULL)
            c = &cBlack;
         col_blend( &blend, c, &cGrey70, 0.4 );
         memcpy( &bg[i], &blend, sizeof(glColour) );

         /* Get slot name. */
         slotname = outfit_slotName(outfits[i]);
         if ((strcmp(slotname,"NA") != 0) && (strcmp(slotname,"NULL") != 0)) {
            slottype[i]    = malloc( 2 );
            slottype[i][0] = outfit_slotName(outfits[i])[0];
            slottype[i][1] = '\0';
         }
         else
            slottype[i] = NULL;
      }
      free(outfits);
   }
   window_addImageArray( wid, 20, 20,
         iw, ih, "iarOutfits", 64, 64,
         toutfits, soutfits, noutfits, outfits_update, outfits_rmouse );

   /* write the outfits stuff */
   outfits_update( wid, NULL );
   outfits_updateQuantities( wid );
   toolkit_setImageArraySlotType( wid, "iarOutfits", slottype );
   toolkit_setImageArrayBackground( wid, "iarOutfits", bg );
}