void pilot_manage_init(void) { UI_WINDOW *w = &Ui_window; // create interface Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0); Ui_window.set_mask_bmap(PilotManage_bitmap_mask_fname[gr_screen.res]); // load background bitmap Background_bitmap = bm_load(PilotManage_bitmap_fname[gr_screen.res]); if(Background_bitmap < 0){ // we failed to load the bitmap - this is very bad Int3(); } for (int i=0; i<PM_NUM_BUTTONS; i++) { // create the object Buttons[gr_screen.res][i].button.create(&Ui_window, "", Buttons[gr_screen.res][i].x, Buttons[gr_screen.res][i].y, 60, 30, Buttons[gr_screen.res][i].repeat, 1); // set the sound to play when highlighted Buttons[gr_screen.res][i].button.set_highlight_action(common_play_highlight_sound); // set the ani for the button Buttons[gr_screen.res][i].button.set_bmaps(Buttons[gr_screen.res][i].filename); // set the hotspot Buttons[gr_screen.res][i].button.link_hotspot(Buttons[gr_screen.res][i].hotspot); } // load in help overlay bitmap // needs to be fixed, taked out to get to compile // help_overlay_load(PILOT_MANAGE_OVERLAY); // help_overlay_set_state(PILOT_MANAGE_OVERLAY,0); // button for selecting pilot List_region.create(&Ui_window, "", Pilot_manage_list_coords[gr_screen.res][PM_X_COORD], Pilot_manage_list_coords[gr_screen.res][PM_Y_COORD], Pilot_manage_list_coords[gr_screen.res][PM_W_COORD], Pilot_manage_list_coords[gr_screen.res][PM_H_COORD], 0, 1); List_region.hide(); // create input box (for new pilot) Inputbox.create(&Ui_window, Pilot_manage_list_coords[gr_screen.res][PM_X_COORD], Pilot_manage_list_coords[gr_screen.res][PM_Y_COORD], Pilot_manage_list_coords[gr_screen.res][PM_W_COORD], CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST); Inputbox.set_valid_chars(VALID_PILOT_CHARS); Inputbox.disable(); Inputbox.hide(); Rank_pips_bitmaps = bm_load_animation("IconRankMini.ani", &Rank_pips_count); pilot_manage_callsign_enter_mode = 0; List_scroll_offset = Pic_number = Pic_squad_number;// = Selected_line = 0; prev_single_player = -1; prev_multi_player = -1; pilot_manage_init_player_stuff(is_pilot_multi(Player)); // enable hotkeys from start pilot_manage_set_callsign_enter_mode(false); }
void cutscenes_screen_init() { int i; ui_button_info *b; Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0); Ui_window.set_mask_bmap(Cutscene_mask_name[gr_screen.res]); for (i=0; i<NUM_BUTTONS; i++) { b = &Buttons[gr_screen.res][i]; b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1); // set up callback for when a mouse first goes over a button b->button.set_highlight_action(common_play_highlight_sound); b->button.set_bmaps(b->filename); b->button.link_hotspot(b->hotspot); } // add xstrs for(i=0; i<NUM_CUTSCENE_TEXT; i++){ Ui_window.add_XSTR(&Cutscene_text[gr_screen.res][i]); } Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER); Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP); Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN); List_region.create(&Ui_window, "", Cutscene_list_coords[gr_screen.res][0], Cutscene_list_coords[gr_screen.res][1], Cutscene_list_coords[gr_screen.res][2], Cutscene_list_coords[gr_screen.res][3], 0, 1); List_region.hide(); // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP); Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN); Background_bitmap = bm_load(Cutscene_bitmap_name[gr_screen.res]); Scroll_offset = Selected_line = 0; Description_index = -1; // when doing a debug version, just put all of the movie files here. #ifndef NDEBUG //Cutscenes_viewable = 0xffffffff; // makes all cutscenes viewble. #endif if (All_movies_enabled) Cutscenes_viewable = 0xffffffff; // Cheat code enables all movies. Num_files = 0; for ( i = 0; i < Num_cutscenes; i++ ) { if ( Cutscenes_viewable & (1<<i) ) { Cutscene_list[Num_files] = i; Num_files++; } } }
void cutscenes_screen_init() { int i; ui_button_info *b; Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0); Ui_window.set_mask_bmap(Cutscene_mask_name[gr_screen.res]); for (i=0; i<NUM_BUTTONS; i++) { b = &Buttons[gr_screen.res][i]; b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1); // set up callback for when a mouse first goes over a button b->button.set_highlight_action(common_play_highlight_sound); b->button.set_bmaps(b->filename); b->button.link_hotspot(b->hotspot); } // add xstrs for(i=0; i<NUM_CUTSCENE_TEXT; i++){ Ui_window.add_XSTR(&Cutscene_text[gr_screen.res][i]); } Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER); Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP); Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN); List_region.create(&Ui_window, "", Cutscene_list_coords[gr_screen.res][0], Cutscene_list_coords[gr_screen.res][1], Cutscene_list_coords[gr_screen.res][2], Cutscene_list_coords[gr_screen.res][3], 0, 1); List_region.hide(); // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP); Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN); Background_bitmap = bm_load(Cutscene_bitmap_name[gr_screen.res]); Scroll_offset = Selected_line = 0; Description_index = -1; Cutscene_list.clear(); int u = 0; for (SCP_vector<cutscene_info>::iterator cut = Cutscenes.begin(); cut != Cutscenes.end(); ++cut, u++) { if ( (*cut).viewable ) { Cutscene_list.push_back(u); } } }
// debug pause init void pause_debug_init() { Pause_win.create( 100,100,400,300, WIN_DIALOG ); Pause_physics.create( &Pause_win, NOX("Physics Pause <P>"), 200, 150, physics_paused ); Pause_ai.create( &Pause_win, NOX("AI Pause <A>"), 200, 175, ai_paused ); #ifndef NDEBUG Pause_ai_render.create( &Pause_win, NOX("AI Render Stuff <R>"), 200, 200, Ai_render_debug_flag); #endif Pause_firing.create( &Pause_win, NOX("AI firing <F>"), 200, 225, Ai_firing_enabled); Pause_external_view_mode_check.create( &Pause_win, NOX("External View <E>"), 200, 250, Pause_external_view_mode); Pause_single_step.create( &Pause_win, NOX("Single Step <S>"), 200, 290, game_single_step ); Pause_continue.create( &Pause_win, NOX("Leave Pause"), 200, 350, 200, 40 ); Pause_single_step.set_hotkey( KEY_S ); Pause_physics.set_hotkey( KEY_P ); Pause_ai.set_hotkey( KEY_A ); Pause_ai_render.set_hotkey( KEY_R ); Pause_firing.set_hotkey( KEY_F ); Pause_external_view_mode_check.set_hotkey( KEY_E ); Pause_continue.set_hotkey( KEY_ESC ); Pause_continue.set_focus(); }
// initialize all chatbox details with the given mode flags int chatbox_create(int mode_flags) { int idx; // don't do anything if the chatbox is already initialized if (Chatbox_created){ return -1; } // probably shouldn't be using the chatbox in single player mode Assert(Game_mode & GM_MULTIPLAYER); // setup all data to correspond to our mode flags chatbox_set_mode(mode_flags); // initialize all low-level details related to chatting chatbox_chat_init(); // attempt to load in the chatbox background bitmap if(Chatbox_mode_flags & CHATBOX_FLAG_DRAW_BOX){ Chatbox_big_bitmap = bm_load(Chatbox_big_bitmap_fname[gr_screen.res]); Chatbox_small_bitmap = bm_load(Chatbox_small_bitmap_fname[gr_screen.res]); Chatbox_mp_bitmap = bm_load(Chatbox_p_bitmap_fname[gr_screen.res]); if(Chatbox_mode_flags & CHATBOX_FLAG_SMALL){ Chatbox_bitmap = Chatbox_small_bitmap; } else if(Chatbox_mode_flags & CHATBOX_FLAG_BIG){ Chatbox_bitmap = Chatbox_big_bitmap; } else { Chatbox_bitmap = Chatbox_mp_bitmap; } if((Chatbox_bitmap == -1) || (Chatbox_small_bitmap == -1) || (Chatbox_big_bitmap == -1) || (Chatbox_mp_bitmap == -1)){ return -1; } } // attempt to create the ui window for the chatbox and assign the mask Chat_window.create( 0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0 ); Chat_window.set_mask_bmap(Chatbox_mask); // create the chat text enter input area Chat_inputbox.create( &Chat_window, Chatbox_inputbox_x, Chatbox_textenter_y, Chatbox_inputbox_w, CHATBOX_MAX_LEN, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_EAT_USED, Chatbox_w, Color_netplayer[MY_NET_PLAYER_NUM]); Chat_inputbox.set_focus(); Chat_inputbox.set_invalid_chars(CHATBOX_INVALID_CHARS); // if we're supposed to supply and check for out own buttons if((Chatbox_mode_flags & CHATBOX_FLAG_BUTTONS) && (Chatbox_mode_flags & CHATBOX_FLAG_DRAW_BOX)){ for(idx=0; idx<CHATBOX_NUM_BUTTONS; idx++){ // create the button Chatbox_buttons[gr_screen.res][idx].button.create(&Chat_window, "", Chatbox_buttons[gr_screen.res][idx].x, Chatbox_buttons[gr_screen.res][idx].y, 60, 30, (idx == CHATBOX_TOGGLE_SIZE) ? 0 : 1); // set the highlight action Chatbox_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound); // set the bitmap Chatbox_buttons[gr_screen.res][idx].button.set_bmaps(Chatbox_buttons[gr_screen.res][idx].filename); // set the hotspot Chatbox_buttons[gr_screen.res][idx].button.link_hotspot(Chatbox_buttons[gr_screen.res][idx].hotspot); } // now create the toggle size button with the appropriate button if(Chatbox_mode_flags & CHATBOX_FLAG_SMALL){ Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].button.set_bmaps(Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].filename); } else { Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].button.set_bmaps(Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE+1].filename); } } // an invisible button that will set focus to input box when clicked on Chat_enter_text.create( &Chat_window, "", 0, 0, 60, 30, 0); Chat_enter_text.hide(); // button doesn't show up Chat_enter_text.link_hotspot(50); Chatbox_created = 1; return 0; }
// ----------------------------------------------------------------------------- void barracks_init() { //Set these to null, 'cause they aren't allocated yet. Stat_labels = NULL; Stats = NULL; UI_WINDOW *w = &Ui_window; // save current pilot file, so we don't possibly loose it. Pilot.save_player(); // create interface Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0); Ui_window.set_mask_bmap(Barracks_bitmap_mask_fname[gr_screen.res]); // load background bitmap Background_bitmap = bm_load(Barracks_bitmap_fname[gr_screen.res]); if(Background_bitmap < 0){ // we failed to load the bitmap - this is very bad Int3(); } // create buttons int i; for (i=0; i<BARRACKS_NUM_BUTTONS; i++) { // create the object Buttons[gr_screen.res][i].button.create(&Ui_window, "", Buttons[gr_screen.res][i].x, Buttons[gr_screen.res][i].y, 60, 30, Buttons[gr_screen.res][i].repeat, 1); // set the sound to play when highlighted Buttons[gr_screen.res][i].button.set_highlight_action(common_play_highlight_sound); // set the ani for the button Buttons[gr_screen.res][i].button.set_bmaps(Buttons[gr_screen.res][i].filename); // set the hotspot Buttons[gr_screen.res][i].button.link_hotspot(Buttons[gr_screen.res][i].hotspot); } // add all strings w->add_XSTR("Create", 1034, Buttons[gr_screen.res][0].text_x, Buttons[gr_screen.res][0].text_y, &Buttons[gr_screen.res][0].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Accept", 1035, Buttons[gr_screen.res][5].text_x, Buttons[gr_screen.res][5].text_y, &Buttons[gr_screen.res][5].button, UI_XSTR_COLOR_PINK); w->add_XSTR("Help", 928, Buttons[gr_screen.res][6].text_x, Buttons[gr_screen.res][6].text_y, &Buttons[gr_screen.res][6].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Options",1036, Buttons[gr_screen.res][7].text_x, Buttons[gr_screen.res][7].text_y, &Buttons[gr_screen.res][7].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Medals", 1037, Buttons[gr_screen.res][8].text_x, Buttons[gr_screen.res][8].text_y, &Buttons[gr_screen.res][8].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Remove", 1038, Buttons[gr_screen.res][11].text_x, Buttons[gr_screen.res][11].text_y, &Buttons[gr_screen.res][11].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Select", 1552, Buttons[gr_screen.res][12].text_x, Buttons[gr_screen.res][12].text_y, &Buttons[gr_screen.res][12].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Clone", 1040, Buttons[gr_screen.res][13].text_x, Buttons[gr_screen.res][13].text_y, &Buttons[gr_screen.res][13].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Single", 1041, Buttons[gr_screen.res][14].text_x, Buttons[gr_screen.res][14].text_y, &Buttons[gr_screen.res][14].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Multi", 1042, Buttons[gr_screen.res][15].text_x, Buttons[gr_screen.res][15].text_y, &Buttons[gr_screen.res][15].button, UI_XSTR_COLOR_GREEN); // w->add_XSTR("Convert",1043, Buttons[gr_screen.res][16].text_x, Buttons[gr_screen.res][16].text_y, &Buttons[gr_screen.res][16].button, UI_XSTR_COLOR_GREEN); for(i=0; i<BARRACKS_NUM_TEXT; i++) { w->add_XSTR(&Barracks_text[gr_screen.res][i]); } // button for selecting pilot List_region.create(&Ui_window, "", Barracks_list_coords[gr_screen.res][BARRACKS_X_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_Y_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_W_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_H_COORD], 0, 1); List_region.hide(); // create input box (for new pilot) Inputbox.create(&Ui_window, Barracks_list_coords[gr_screen.res][BARRACKS_X_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_Y_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_W_COORD], CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST); Inputbox.set_valid_chars(VALID_PILOT_CHARS); Inputbox.disable(); Inputbox.hide(); // load in help overlay bitmap Barracks_overlay_id = help_overlay_get_index(BARRACKS_OVERLAY); help_overlay_set_state(Barracks_overlay_id,gr_screen.res,0); // other init stuff Barracks_callsign_enter_mode = 0; List_scroll_offset = Stats_scroll_offset = Pic_number = Pic_squad_number = Selected_line = 0; Cur_pilot = &Players[Player_num]; // disable squad logo selection buttons in single player if(!(Cur_pilot->flags & PLAYER_FLAGS_IS_MULTI)){ // squad logo picture buttons Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.hide(); Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.disable(); Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.hide(); Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.disable(); } else { // squad logo picture buttons Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.enable(); Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.unhide(); Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.enable(); Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.unhide(); } // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed barracks_set_hotkeys(1); // load ramp pips Rank_pips_bitmaps = bm_load_animation("IconRankMini.ani", &Rank_pips_count); // load up the pilot pic list pilot_load_pic_list(); pilot_load_squad_pic_list(); // don't load pilot images yet for (i=0; i<MAX_PILOT_IMAGES; i++) { Pilot_images[i] = BARRACKS_IMAGE_NOT_LOADED; // while -1 is can't load Pilot_squad_images[i] = BARRACKS_IMAGE_NOT_LOADED; } // init stats barracks_init_stats(&Cur_pilot->stats); // base the mode we're in (single or multi) on the status of the currently selected pilot barracks_init_player_stuff((Game_mode & GM_MULTIPLAYER) == GM_MULTIPLAYER); }
void techroom_init() { int i, idx; techroom_buttons *b; Ships_loaded = 0; Weapons_loaded = 0; Intel_loaded = 0; Techroom_show_all = 0; // set up UI stuff Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0); Ui_window.set_mask_bmap(Tech_mask_filename[gr_screen.res]); Tech_background_bitmap = bm_load(Tech_background_filename[gr_screen.res]); if (Tech_background_bitmap < 0) { // failed to load bitmap, not a good thing Error(LOCATION,"Couldn't load techroom background bitmap"); } for (i=0; i<NUM_BUTTONS; i++) { b = &Buttons[gr_screen.res][i]; b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1); // set up callback for when a mouse first goes over a button if (b->filename) { b->button.set_bmaps(b->filename); b->button.set_highlight_action(common_play_highlight_sound); } else { b->button.hide(); } b->button.link_hotspot(b->hotspot); } // common tab button text Ui_window.add_XSTR("Technical Database", 1055, Buttons[gr_screen.res][TECH_DATABASE_TAB].xt, Buttons[gr_screen.res][TECH_DATABASE_TAB].yt, &Buttons[gr_screen.res][TECH_DATABASE_TAB].button, UI_XSTR_COLOR_GREEN); Ui_window.add_XSTR("Mission Simulator", 1056, Buttons[gr_screen.res][SIMULATOR_TAB].xt, Buttons[gr_screen.res][SIMULATOR_TAB].yt, &Buttons[gr_screen.res][SIMULATOR_TAB].button, UI_XSTR_COLOR_GREEN); Ui_window.add_XSTR("Cutscenes", 1057, Buttons[gr_screen.res][CUTSCENES_TAB].xt, Buttons[gr_screen.res][CUTSCENES_TAB].yt, &Buttons[gr_screen.res][CUTSCENES_TAB].button, UI_XSTR_COLOR_GREEN); Ui_window.add_XSTR("Credits", 1058, Buttons[gr_screen.res][CREDITS_TAB].xt, Buttons[gr_screen.res][CREDITS_TAB].yt, &Buttons[gr_screen.res][CREDITS_TAB].button, UI_XSTR_COLOR_GREEN); // common ship/weapon/intel text Ui_window.add_XSTR("Ships", 293, Buttons[gr_screen.res][SHIPS_DATA_TAB].xt, Buttons[gr_screen.res][SHIPS_DATA_TAB].yt, &Buttons[gr_screen.res][SHIPS_DATA_TAB].button, UI_XSTR_COLOR_GREEN); Ui_window.add_XSTR("Weapons", 1553, Buttons[gr_screen.res][WEAPONS_DATA_TAB].xt, Buttons[gr_screen.res][WEAPONS_DATA_TAB].yt, &Buttons[gr_screen.res][WEAPONS_DATA_TAB].button, UI_XSTR_COLOR_GREEN); Ui_window.add_XSTR("Intelligence", 1066, Buttons[gr_screen.res][INTEL_DATA_TAB].xt, Buttons[gr_screen.res][INTEL_DATA_TAB].yt, &Buttons[gr_screen.res][INTEL_DATA_TAB].button, UI_XSTR_COLOR_GREEN); // common help/options/commit text Ui_window.add_XSTR("Exit", 1418, Buttons[gr_screen.res][EXIT_BUTTON].xt, Buttons[gr_screen.res][EXIT_BUTTON].yt, &Buttons[gr_screen.res][EXIT_BUTTON].button, UI_XSTR_COLOR_PINK); if (Player->flags & PLAYER_FLAGS_IS_MULTI) { Buttons[gr_screen.res][SIMULATOR_TAB].button.disable(); Buttons[gr_screen.res][CUTSCENES_TAB].button.disable(); } // set some hotkeys Buttons[gr_screen.res][PREV_ENTRY_BUTTON].button.set_hotkey(KEY_LEFT); Buttons[gr_screen.res][NEXT_ENTRY_BUTTON].button.set_hotkey(KEY_RIGHT); Buttons[gr_screen.res][SCROLL_INFO_UP].button.set_hotkey(KEY_UP); Buttons[gr_screen.res][SCROLL_INFO_DOWN].button.set_hotkey(KEY_DOWN); for (i=0; i<LIST_BUTTONS_MAX; i++) { List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1); List_buttons[i].hide(); List_buttons[i].disable(); } View_window.create(&Ui_window, "", Tech_ship_display_coords[gr_screen.res][SHIP_X_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_Y_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_W_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_H_COORD], 1, 1); View_window.hide(); Buttons[gr_screen.res][HELP_BUTTON].button.set_hotkey(KEY_F1); Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER); Buttons[gr_screen.res][SCROLL_LIST_UP].button.set_hotkey(KEY_PAGEUP); Buttons[gr_screen.res][SCROLL_LIST_DOWN].button.set_hotkey(KEY_PAGEDOWN); // init help overlay states Techroom_overlay_id = help_overlay_get_index(TECH_ROOM_OVERLAY); help_overlay_set_state(Techroom_overlay_id, gr_screen.res, 0); // setup slider Tech_slider.create(&Ui_window, Tech_slider_coords[gr_screen.res][SHIP_X_COORD], Tech_slider_coords[gr_screen.res][SHIP_Y_COORD], Tech_slider_coords[gr_screen.res][SHIP_W_COORD], Tech_slider_coords[gr_screen.res][SHIP_H_COORD], Ship_info.size(), Tech_slider_filename[gr_screen.res], &tech_scroll_list_up, &tech_scroll_list_down, &tech_ship_scroll_capture); // zero intel anim/bitmap stuff for(idx=0; idx<MAX_INTEL_ENTRIES; idx++){ Intel_list[idx].animation.num_frames = 0; Intel_list[idx].bitmap = -1; } mprintf(("Techroom successfully initialized, now changing tab...\n")); techroom_change_tab(Tab); }
// functions for selecting single/multiplayer pilots at the very beginning of FreeSpace void player_select_init() { int i; barracks_buttons *b; UI_WINDOW *w; // start a looping ambient sound main_hall_start_ambient(); Player_select_force_main_hall = ""; Player_select_screen_active = 1; // create the UI window Player_select_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0); Player_select_window.set_mask_bmap(Player_select_background_mask_bitmap[gr_screen.res]); // initialize the control buttons for (i=0; i<NUM_PLAYER_SELECT_BUTTONS; i++) { b = &Player_select_buttons[gr_screen.res][i]; // create the button b->button.create(&Player_select_window, NULL, b->x, b->y, 60, 30, 1, 1); // set its highlight action b->button.set_highlight_action(common_play_highlight_sound); // set its animation bitmaps b->button.set_bmaps(b->filename); // link the mask hotspot b->button.link_hotspot(b->hotspot); } // add some text w = &Player_select_window; w->add_XSTR("Create", 1034, Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].xt, Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].yt, &Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Clone", 1040, Player_select_buttons[gr_screen.res][CLONE_BUTTON].xt, Player_select_buttons[gr_screen.res][CLONE_BUTTON].yt, &Player_select_buttons[gr_screen.res][CLONE_BUTTON].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Remove", 1038, Player_select_buttons[gr_screen.res][DELETE_BUTTON].xt, Player_select_buttons[gr_screen.res][DELETE_BUTTON].yt, &Player_select_buttons[gr_screen.res][DELETE_BUTTON].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Select", 1039, Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].xt, Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].yt, &Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button, UI_XSTR_COLOR_PINK); w->add_XSTR("Single", 1041, Player_select_buttons[gr_screen.res][SINGLE_BUTTON].xt, Player_select_buttons[gr_screen.res][SINGLE_BUTTON].yt, &Player_select_buttons[gr_screen.res][SINGLE_BUTTON].button, UI_XSTR_COLOR_GREEN); w->add_XSTR("Multi", 1042, Player_select_buttons[gr_screen.res][MULTI_BUTTON].xt, Player_select_buttons[gr_screen.res][MULTI_BUTTON].yt, &Player_select_buttons[gr_screen.res][MULTI_BUTTON].button, UI_XSTR_COLOR_GREEN); for(i=0; i<PLAYER_SELECT_NUM_TEXT; i++) { w->add_XSTR(&Player_select_text[gr_screen.res][i]); } // create the list button text select region Player_select_list_region.create(&Player_select_window, "", Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1], Choose_list_coords[gr_screen.res][2], Choose_list_coords[gr_screen.res][3], 0, 1); Player_select_list_region.hide(); // create the pilot callsign input box Player_select_input_box.create(&Player_select_window, Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1], Choose_list_coords[gr_screen.res][2] , CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST); Player_select_input_box.set_valid_chars(VALID_PILOT_CHARS); Player_select_input_box.hide(); Player_select_input_box.disable(); // not currently entering any text Player_select_input_mode = 0; // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed Player_select_buttons[gr_screen.res][SCROLL_LIST_UP_BUTTON].button.set_hotkey(KEY_UP); Player_select_buttons[gr_screen.res][SCROLL_LIST_DOWN_BUTTON].button.set_hotkey(KEY_DOWN); Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(KEY_ENTER); Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].button.set_hotkey(KEY_C); // attempt to load in the background bitmap Player_select_background_bitmap = bm_load(Player_select_background_bitmap_name[gr_screen.res]); Assert(Player_select_background_bitmap >= 0); // load in the palette for the screen // Player_select_palette = bm_load(PLAYER_SELECT_PALETTE); // Player_select_palette_set = 0; // unset the very first pilot data Player_select_very_first_pilot = 0; Player_select_initial_count = -1; memset(Player_select_very_first_pilot_callsign, 0, CALLSIGN_LEN + 2); // if(Player_select_num_pilots == 0){ // Player_select_autoaccept = 1; // } // if we found a pilot if ( player_select_get_last_pilot_info() ) { if (Player_select_last_is_multi && !Networking_disabled) { player_select_init_player_stuff(PLAYER_SELECT_MODE_MULTI); } else { player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE); } } else { // otherwise go to the single player mode by default player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE); } if ( (Player_select_num_pilots == 1) && Player_select_input_mode ) { Player_select_autoaccept = 1; } }
// init the Popup window int popup_init(popup_info *pi, int flags) { int i; UI_BUTTON *b; popup_background *pbg; char *fname; if(pi->nchoices == 0){ pbg = &Popup_background[gr_screen.res][0]; } else { pbg = &Popup_background[gr_screen.res][pi->nchoices-1]; } // anytime in single player, and multiplayer, not in mission, go ahead and stop time if ( (Game_mode & GM_NORMAL) || ((Game_mode & GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) ){ game_stop_time(); } // create base window Popup_window.create(pbg->coords[0], pbg->coords[1], Popup_text_coords[gr_screen.res][2]+100, Popup_text_coords[gr_screen.res][3]+50, 0); Popup_window.set_foreground_bmap(pbg->filename); // create buttons for (i=0; i<pi->nchoices; i++) { b = &Popup_buttons[i]; // accommodate single-choice positive icon being positioned differently if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) { b->create(&Popup_window, "", Button_coords[gr_screen.res][i+1][0], Button_coords[gr_screen.res][i+1][1], 30, 25, 0, 1); } else { b->create(&Popup_window, "", Button_coords[gr_screen.res][i][0], Button_coords[gr_screen.res][i][1], 30, 25, 0, 1); } fname = popup_get_button_filename(pi, i, flags); b->set_bmaps(fname, 3, 0); b->set_highlight_action(common_play_highlight_sound); if ( pi->keypress[i] >= 0 ) { b->set_hotkey(pi->keypress[i]); } // create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized int lx, w, h; gr_get_string_size(&w, &h, pi->button_text[i]); lx = Button_regions[gr_screen.res][i][0] - w; b = &Popup_button_regions[i]; // accommodate single-choice positive icon being positioned differently if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) { b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i+1][1], Button_regions[gr_screen.res][i+1][2]-lx, Button_regions[gr_screen.res][i+1][3]-Button_regions[gr_screen.res][i+1][1], 0, 1); } else { b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i][1], Button_regions[gr_screen.res][i][2]-lx, Button_regions[gr_screen.res][i][3]-Button_regions[gr_screen.res][i][1], 0, 1); } b->hide(); } // webcursor setup if (Web_cursor_bitmap >= 0) { if (flags & PF_WEB_CURSOR_1) { Popup_buttons[1].set_custom_cursor_bmap(Web_cursor_bitmap); } if (flags & PF_WEB_CURSOR_2) { Popup_buttons[2].set_custom_cursor_bmap(Web_cursor_bitmap); } } // if this is an input popup, create and center the popup if(flags & PF_INPUT){ Popup_input.create(&Popup_window, Popup_text_coords[gr_screen.res][0], pbg->coords[1] + Popup_input_y_offset[gr_screen.res], Popup_text_coords[gr_screen.res][2], pi->max_input_text_len, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_TEXT_CEN); Popup_input.set_focus(); } Popup_default_choice=0; Popup_should_die = 0; if (flags & PF_RUN_STATE) { Popup_running_state = 1; } else { Popup_running_state = 0; } popup_split_lines(pi, flags); // create the popup slider (which we may not need to use Popup_slider.create(&Popup_window, Popup_slider_coords[gr_screen.res][0], Popup_slider_coords[gr_screen.res][1], Popup_slider_coords[gr_screen.res][2], Popup_slider_coords[gr_screen.res][3], pi->nlines > Popup_max_display[gr_screen.res] ? pi->nlines - Popup_max_display[gr_screen.res] : 0, Popup_slider_name[gr_screen.res], popup_slider_bogus, popup_slider_bogus, NULL); return 0; }
// Initialize the dead popup data void popupdead_start() { int i; UI_BUTTON *b; if ( Popupdead_active ) { return; } // increment number of deaths Player->failures_this_session++; // create base window Popupdead_window.create(Popupdead_background_coords[gr_screen.res][0], Popupdead_background_coords[gr_screen.res][1], 1, 1, 0); Popupdead_window.set_foreground_bmap(Popupdead_background_filename[gr_screen.res]); Popupdead_num_choices = 0; Popupdead_multi_type = -1; if ((The_mission.max_respawn_delay >= 0) && ( Game_mode & GM_MULTIPLAYER )) { Popupdead_timer = timestamp(The_mission.max_respawn_delay * 1000); if (Game_mode & GM_MULTIPLAYER) { if(!(Net_player->flags & NETINFO_FLAG_LIMBO)){ if (The_mission.max_respawn_delay) { HUD_printf("Player will automatically respawn in %d seconds", The_mission.max_respawn_delay); } else { HUD_printf("Player will automatically respawn now"); } } } } if ( Game_mode & GM_NORMAL ) { // also do a campaign check here? if (0) { //((Player->show_skip_popup) && (!Popupdead_skip_already_shown) && (Game_mode & GM_CAMPAIGN_MODE) && (Game_mode & GM_NORMAL) && (Player->failures_this_session >= PLAYER_MISSION_FAILURE_LIMIT)) { // init the special preliminary death popup that gives the skip option Popupdead_button_text[0] = XSTR( "Do Not Skip This Mission", 1473); Popupdead_button_text[1] = XSTR( "Advance To The Next Mission", 1474); Popupdead_button_text[2] = XSTR( "Don't Show Me This Again", 1475); Popupdead_num_choices = POPUPDEAD_NUM_CHOICES_SKIP; Popupdead_skip_active = 1; } else if(The_mission.flags & MISSION_FLAG_RED_ALERT) { // We can't staticly declare these because they are externalized Popupdead_button_text[0] = XSTR( "Quick Start Mission", 105); Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106); Popupdead_button_text[2] = XSTR( "Return To Briefing", 107); Popupdead_button_text[3] = XSTR( "Replay previous mission", 1432); Popupdead_num_choices = POPUPDEAD_NUM_CHOICES_RA; } else { Popupdead_button_text[0] = XSTR( "Quick Start Mission", 105); Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106); Popupdead_button_text[2] = XSTR( "Return To Briefing", 107); Popupdead_num_choices = POPUPDEAD_NUM_CHOICES; } } else { // in multiplayer, we have different choices depending on respawn mode, etc. // if the player has run out of respawns and must either quit and become an observer if(Net_player->flags & NETINFO_FLAG_LIMBO){ // the master should not be able to quit the game if( ((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (multi_num_players() > 1)) || (Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN) ) { Popupdead_button_text[0] = XSTR( "Observer Mode", 108); Popupdead_num_choices = 1; Popupdead_multi_type = POPUPDEAD_OBS_ONLY; } else { Popupdead_button_text[0] = XSTR( "Observer Mode", 108); Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106); Popupdead_num_choices = 2; Popupdead_multi_type = POPUPDEAD_OBS_QUIT; } } else { // the master of the game should not be allowed to quit if ( ((Net_player->flags & NETINFO_FLAG_AM_MASTER) && (multi_num_players() > 1)) || (Net_player->flags & NETINFO_FLAG_TEAM_CAPTAIN) ) { Popupdead_button_text[0] = XSTR( "Respawn", 109); Popupdead_num_choices = 1; Popupdead_multi_type = POPUPDEAD_RESPAWN_ONLY; } else { Popupdead_button_text[0] = XSTR( "Respawn", 109); if(!Cmdline_mpnoreturn) { Popupdead_button_text[1] = XSTR( "Return To Flight Deck", 106); Popupdead_num_choices = 2; } else { Popupdead_num_choices = 1; } Popupdead_multi_type = POPUPDEAD_RESPAWN_QUIT; } } } // create buttons for (i=0; i < Popupdead_num_choices; i++) { b = &Popupdead_buttons[i]; b->create(&Popupdead_window, "", Popupdead_button_coords[gr_screen.res][i][0], Popupdead_button_coords[gr_screen.res][i][1], 30, 20, 0, 1); b->set_bmaps(Popupdead_button_filenames[gr_screen.res][i], 3, 0); b->set_highlight_action(common_play_highlight_sound); // create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized int lx, w, h; gr_get_string_size(&w, &h, Popupdead_button_text[i]); lx = Popupdead_region_coords[gr_screen.res][i][0] - w; b = &Popupdead_button_regions[i]; b->create(&Popupdead_window, "", lx, Popupdead_region_coords[gr_screen.res][i][1], Popupdead_region_coords[gr_screen.res][i][2]-lx, Popupdead_region_coords[gr_screen.res][i][3]-Popupdead_region_coords[gr_screen.res][i][1], 0, 1); b->hide(); } Popupdead_default_choice = 0; Popupdead_choice = -1; Popupdead_active = 1; }
// init the Popup window int popup_init(popup_info *pi, int flags) { int i; UI_BUTTON *b; popup_background *pbg; char *fname; int state, choice; // to have those cool holo projection popups we need to find what // state the game is then load the appropiate popup graphic for // display state = gameseq_get_state(); choice = pi->nchoices - 2; if (choice < 0) choice = 0; //pbg = &Popup_background[gr_screen.res][0][POPUP_DEFAULT]; switch (state) { case GS_STATE_INITIAL_PLAYER_SELECT: pbg = &Popup_background[gr_screen.res][choice][POPUP_REGDESK]; break; case GS_STATE_MAIN_MENU: pbg = &Popup_background[gr_screen.res][choice][POPUP_CONCOURSE]; break; case GS_STATE_SIMULATOR_ROOM: pbg = &Popup_background[gr_screen.res][choice][POPUP_LOADMISSION]; break; case GS_STATE_PILOT_MANAGE: pbg = &Popup_background[gr_screen.res][choice][POPUP_PILOTMANAGE]; break; case GS_STATE_VIEW_CUTSCENES: pbg = &Popup_background[gr_screen.res][choice][POPUP_FILMROOM]; break; case GS_STATE_GAME_PLAY: pbg = &Popup_background[gr_screen.res][choice][POPUP_FLY]; break; /*case GS_STATE_MULTI_DOGFIGHT_DEBRIEF: case GS_STATE_MULTI_JOIN_GAME: case GS_STATE_DEBRIEF: pbg = &Popup_background[gr_screen.res][choice][POPUP_DEFAULT]; break;*/ default: pbg = &Popup_background[gr_screen.res][choice][POPUP_DEFAULT]; } // anytime in single player, and multiplayer, not in mission, go ahead and stop time if ( (Game_mode & GM_NORMAL) || ((Game_mode && GM_MULTIPLAYER) && !(Game_mode & GM_IN_MISSION)) ){ game_stop_time(); } // create base window Popup_window.create(pbg->coords[0], pbg->coords[1], Popup_text_coords[gr_screen.res][2]+100, Popup_text_coords[gr_screen.res][3]+50, 0); Popup_window.set_foreground_bmap(pbg->filename); // create buttons for (i=0; i<pi->nchoices; i++) { b = &Popup_buttons[i]; // accommodate single-choice positive icon being positioned differently if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) { b->create(&Popup_window, "", Button_coords[gr_screen.res][i+1][0], Button_coords[gr_screen.res][i+1][1], 30, 25, 0, 1); } else { b->create(&Popup_window, "", Button_coords[gr_screen.res][i][0], Button_coords[gr_screen.res][i][1], 30, 25, 0, 1); } fname = popup_get_button_filename(pi, i, flags); b->set_bmaps(fname, 3, 0); b->set_highlight_action(common_play_highlight_sound); if ( pi->keypress[i] >= 0 ) { b->set_hotkey(pi->keypress[i]); } // create invisible buttons to detect mouse presses... can't use mask since button region is dynamically sized int lx, w, h; gr_get_string_size(&w, &h, pi->button_text[i]); lx = Button_regions[gr_screen.res][i][0] - w; b = &Popup_button_regions[i]; // accommodate single-choice positive icon being positioned differently if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) { b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i+1][1], Button_regions[gr_screen.res][i+1][2]-lx, Button_regions[gr_screen.res][i+1][3]-Button_regions[gr_screen.res][i+1][1], 0, 1); } else { b->create(&Popup_window, "", lx, Button_regions[gr_screen.res][i][1], Button_regions[gr_screen.res][i][2]-lx, Button_regions[gr_screen.res][i][3]-Button_regions[gr_screen.res][i][1], 0, 1); } b->hide(); } // webcursor setup if (Web_cursor_bitmap >= 0) { if (flags & PF_WEB_CURSOR_1) { Popup_buttons[1].set_custom_cursor_bmap(Web_cursor_bitmap); } if (flags & PF_WEB_CURSOR_2) { Popup_buttons[2].set_custom_cursor_bmap(Web_cursor_bitmap); } } // if this is an input popup, create and center the popup if(flags & PF_INPUT){ Popup_input.create(&Popup_window, Popup_text_coords[gr_screen.res][0], pbg->coords[1] + Popup_input_y_offset[gr_screen.res], Popup_text_coords[gr_screen.res][2], pi->max_input_text_len, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_ESC_FOC | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_TEXT_CEN); Popup_input.set_focus(); } Popup_default_choice=0; Popup_should_die = 0; if (flags & PF_RUN_STATE) { Popup_running_state = 1; } else { Popup_running_state = 0; } popup_split_lines(pi, flags); // create the popup slider (which we may not need to use Popup_slider.create(&Popup_window, Popup_slider_coords[gr_screen.res][0], Popup_slider_coords[gr_screen.res][1], Popup_slider_coords[gr_screen.res][2], Popup_slider_coords[gr_screen.res][3], pi->nlines > Popup_max_display[gr_screen.res] ? pi->nlines - Popup_max_display[gr_screen.res] : 0, Popup_slider_name[gr_screen.res], popup_slider_bogus, popup_slider_bogus, NULL); return 0; }