Files
fs2open.github.com/code/popup/popup.cpp
T
MageKing17 377751ab28 Avoid crashing if certain interface artwork is missing.
Changes a few windows (tech room, campaign room, medal case, and HUD config menu) to issue Warnings instead of Errors if certain pieces of interface art are missing. If their mask bitmap is missing, they automatically close themselves and display the old "Sorry, this feature is available only in the retail version" popup from the demo, allowing FSO to run the demo data without crashing when you click on the wrong button.

It also restores the special demo popup for the campaign room, which allows you to at least restart the demo campaign without deleting and recreating your pilot.
2017-01-24 13:18:42 -08:00

1173 lines
30 KiB
C++

/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#include <stdarg.h>
#include "anim/animplay.h"
#include "freespace.h"
#include "gamesequence/gamesequence.h"
#include "gamesnd/gamesnd.h"
#include "globalincs/alphacolors.h"
#include "graphics/font.h"
#include "io/key.h"
#include "io/mouse.h"
#include "osapi/osapi.h"
#include "parse/parselo.h"
#include "playerman/player.h"
#include "popup/popup.h"
#include "ui/ui.h"
#define POPUP_MAX_CHOICES 3 // max number of buttons allowed on popup
#define POPUP_MAX_LINE_CHARS 256 // max chars of msg text allowed per line
#define POPUP_MAX_LINES 30 // max lines of text allowed
#define POPUP_MAX_CHARS 2048 // total max chars
#define POPUP_INPUT_MAX_CHARS 255 // max length of input string
#define POPUP_NOCHANGE 100
#define POPUP_ABORT 101
int Popup_max_display[GR_NUM_RESOLUTIONS] = {
11,
19
};
const char *Popup_slider_name[GR_NUM_RESOLUTIONS] = {
"slider",
"2_slider"
};
int Popup_slider_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
121, 109, 15, 105
},
{ // GR_1024
195, 177, 30, 173
}
};
////////////////////////////////////////////////////////////////
// Internal popup flags
////////////////////////////////////////////////////////////////
#define PF_INPUT (1<<0) // contents of the box is an inputbox and a caption
////////////////////////////////////////////////////////////////
// Popup data struct
////////////////////////////////////////////////////////////////
typedef struct popup_info
{
int nchoices; // number of choices user can pick
char *button_text[POPUP_MAX_CHOICES]; // button text
int keypress[POPUP_MAX_CHOICES]; // button keypress shortcut
int shortcut_index[POPUP_MAX_CHOICES]; // what char should be underlines for shortcut
char raw_text[POPUP_MAX_CHARS]; // the unbroken text for the popup
char title[POPUP_MAX_LINE_CHARS]; // title text for popup (optional)
int nlines;
char msg_lines[POPUP_MAX_LINES][POPUP_MAX_LINE_CHARS]; // lines of text in popup
char input_text[POPUP_INPUT_MAX_CHARS]; // input box text (if this is an inputbox popup)
int max_input_text_len;
int web_cursor_flag[POPUP_MAX_CHOICES]; // flag for using web cursor over button
} popup_info;
////////////////////////////////////////////////////////////////
// UI Data and constants
////////////////////////////////////////////////////////////////
UI_WINDOW Popup_window;
UI_BUTTON Popup_buttons[POPUP_MAX_CHOICES]; // actual lit buttons
UI_BUTTON Popup_button_regions[POPUP_MAX_CHOICES]; // fake buttons used for mouse detection over text
UI_INPUTBOX Popup_input; // input box for the popup
UI_SLIDER2 Popup_slider; // if we have more text in the popup than can be displayed at once
// extents for message portion of popup
int Popup_text_coords[GR_NUM_RESOLUTIONS][4] = {
{ // GR_640
137, 106, 343, 113
},
{ // GR_1024
219, 169, 558, 182
}
};
// input popup info
// offset from the first y text line value to place the centered input box
int Popup_input_y_offset[GR_NUM_RESOLUTIONS] = {
40,
40
};
// offset from the first y text line value to start drawing text
int Popup_input_text_y_offset[GR_NUM_RESOLUTIONS] = {
30,
30
};
typedef struct popup_background
{
const char *filename; // filename for background
int coords[2]; // coords to draw background at
} popup_background;
////////////////////////////////////////////////////////////////
// Module globals
////////////////////////////////////////////////////////////////
static int Popup_is_active=0;
static int Popup_should_die=0; // popup should quit during the next iteration of its loop
static popup_info Popup_info;
static int Popup_flags;
static int Title_coords[GR_NUM_RESOLUTIONS][5] =
{
{ // GR_640
137, // x-left
106, // y-top
343, // width
26, // height
308 // center
},
{ // GR_1024
220, // x-left
169, // y-top
553, // width
26, // height
496 // center
}
};
static int Button_regions[GR_NUM_RESOLUTIONS][3][4] = {
{ // GR_640
{464, 232, 510, 250}, // upper right pixel of text, lower right pixel of button
{464, 262, 510, 279},
{464, 292, 510, 308}
},
{ // GR_1024
{752, 373, 806, 406}, // upper right pixel of text, lower right pixel of button
{752, 421, 806, 461},
{752, 468, 806, 506}
}
};
static int Button_coords[GR_NUM_RESOLUTIONS][3][2] =
{
{ // GR_640
{474, 224}, // upper left pixel
{474, 258},
{474, 286}
},
{ // GR_1024
{758, 358}, // upper left pixel
{758, 413},
{758, 458},
}
};
static popup_background Popup_background[GR_NUM_RESOLUTIONS][3] =
{
{ // GR_640
{ "Pop2", { 129, 99 } },
{ "Pop2", { 129, 99 } },
{ "Pop3", { 129, 99 } }
},
{ // GR_1024
{ "2_Pop2", { 206, 158 } },
{ "2_Pop2", { 206, 158 } },
{ "2_Pop3", { 206, 158 } }
}
};
#define BUTTON_NEGATIVE 0
#define BUTTON_POSITIVE 1
#define BUTTON_GENERIC_FIRST 2
#define BUTTON_GENERIC_SECOND 3
#define BUTTON_GENERIC_THIRD 4
static const char *Popup_button_filenames[GR_NUM_RESOLUTIONS][2][5] =
{
{ // GR_640
{"Pop_00", // negative
"Pop_01", // positive
"Pop_02", // first generic
"Pop_03", // second generic
"Pop_04"}, // third generic
{"Pop_00", // negative
"Pop_01", // positive
"PopD_00", // first generic
"PopD_01", // second generic
"PopD_02"}, // third generic
},
{ // GR_1024
{"2_Pop_00", // negative
"2_Pop_01", // positive
"2_Pop_02", // first generic
"2_Pop_03", // second generic
"2_Pop_04"}, // third generic
{"2_Pop_00", // negative
"2_Pop_01", // positive
"2_PopD_00", // first generic
"2_PopD_01", // second generic
"2_PopD_02"}, // third generic
}
};
int Popup_running_state;
int Popup_default_choice; // which choice is highlighted (ie what gets choosen when enter is pressed)
// see if any popup buttons have been pressed
// exit: POPUP_NOCHANGE => no buttons pressed
// >=0 => button index that was pressed
int popup_check_buttons(popup_info *pi)
{
int i;
UI_BUTTON *b;
for ( i = 0; i < pi->nchoices; i++ ) {
b = &Popup_button_regions[i];
if ( b->pressed() ) {
return i;
}
b = &Popup_buttons[i];
if ( b->pressed() ) {
return i;
}
}
return POPUP_NOCHANGE;
}
// maybe play a sound when key up/down is pressed to switch default choice
void popup_play_default_change_sound(popup_info *pi)
{
if ( pi->nchoices > 1 ) {
int i, mouse_over=0;
UI_BUTTON *br, *b;
// only play if mouse not currently highlighting a choice
for ( i = 0; i < pi->nchoices; i++ ) {
br = &Popup_button_regions[i];
b = &Popup_buttons[i];
if ( br->button_down() ) {
mouse_over=1;
break;
}
if ( br->button_hilighted() && !b->button_down() ) {
mouse_over=1;
break;
}
if ( b->button_hilighted() ) {
mouse_over=1;
}
}
if (!mouse_over) {
gamesnd_play_iface(SND_USER_SELECT);
}
}
}
// do any key processing here
// input: pi => data about the popup
// k => key that was pressed
//
// exit: 0 .. nchoices-1 => choice selected through keypress
// POPUP_ABORT => abort the popup
// POPUP_NOCHANGE => nothing happenned
int popup_process_keys(popup_info *pi, int k, int flags)
{
int i, masked_k;
if ( k <= 0 ) {
return POPUP_NOCHANGE;
}
for ( i = 0; i < pi->nchoices; i++ ) {
if ( pi->keypress[i] == key_to_ascii(k) ) {
Popup_default_choice=i;
Popup_buttons[i].press_button();
return i;
}
}
switch(k) {
case KEY_ENTER:
// select the current default choice
return Popup_default_choice;
break;
case KEY_ESC:
// only process the escape key if this flag is not set
if(!(flags & PF_IGNORE_ESC)){
return POPUP_ABORT;
}
break;
case KEY_DOWN:
case KEY_PAD2:
case KEY_TAB:
popup_play_default_change_sound(pi);
Popup_default_choice++;
if ( Popup_default_choice >= pi->nchoices ) {
Popup_default_choice=0;
}
break;
case KEY_UP:
case KEY_PAD8:
case KEY_SHIFTED+KEY_TAB:
popup_play_default_change_sound(pi);
Popup_default_choice--;
if ( Popup_default_choice < 0 ) {
Popup_default_choice=pi->nchoices-1;
}
break;
default:
break;
} // end switch
masked_k = k & ~KEY_CTRLED; // take out CTRL modifier only
if ( (Game_mode & GM_IN_MISSION) ) {
process_set_of_keys(masked_k, Dead_key_set_size, Dead_key_set);
button_info_do(&Player->bi); // call functions based on status of button_info bit vectors
}
return POPUP_NOCHANGE;
}
// Split off the title and break up the body lines
void popup_split_lines(popup_info *pi, int flags)
{
int nlines, i, body_offset = 0;
int n_chars[POPUP_MAX_LINES];
const char *p_str[POPUP_MAX_LINES];
font::set_font(font::FONT1);
n_chars[0]=0;
nlines = split_str(pi->raw_text, 1000, n_chars, p_str, POPUP_MAX_LINES);
Assert(nlines >= 0 && nlines <= POPUP_MAX_LINES );
if ( flags & (PF_TITLE | PF_TITLE_BIG) ) {
// get first line out
strncpy(pi->title, p_str[0], n_chars[0]);
pi->title[n_chars[0]] = 0;
body_offset = 1;
}
if ( flags & PF_BODY_BIG ) {
font::set_font(font::FONT2);
}
nlines = split_str(pi->raw_text, Popup_text_coords[gr_screen.res][2], n_chars, p_str, POPUP_MAX_LINES);
Assert(nlines >= 0 && nlines <= POPUP_MAX_LINES );
pi->nlines = nlines - body_offset;
for ( i = 0; i < pi->nlines; i++ ) {
Assert(n_chars[i+body_offset] < POPUP_MAX_LINE_CHARS);
strncpy(pi->msg_lines[i], p_str[i+body_offset], n_chars[i+body_offset]);
pi->msg_lines[i][n_chars[i+body_offset]] = 0;
}
font::set_font(font::FONT1);
}
// figure out what filename to use for the button icon
const char *popup_get_button_filename(popup_info *pi, int i, int flags)
{
const char *fname = NULL;
int is_tiny=0;
// check for special button texts and if found, use specialized buttons for them.
if ((!stricmp(pi->button_text[i], POPUP_OK + 1) || !stricmp(pi->button_text[i], POPUP_YES + 1)) && !(flags & PF_NO_SPECIAL_BUTTONS)){
return Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_POSITIVE];
}
if ((!stricmp(pi->button_text[i], POPUP_CANCEL + 1) || !stricmp(pi->button_text[i], POPUP_NO + 1)) && !(flags & PF_NO_SPECIAL_BUTTONS)){
return Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_NEGATIVE];
}
switch (pi->nchoices) {
case 0:
fname = "";
break;
case 1:
if ( (flags & PF_USE_AFFIRMATIVE_ICON) && !(flags & PF_NO_SPECIAL_BUTTONS) ) {
fname = Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_POSITIVE];
} else if ( flags & PF_USE_NEGATIVE_ICON && !(flags & PF_NO_SPECIAL_BUTTONS) ) {
fname = Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_NEGATIVE];
} else {
fname = Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_GENERIC_FIRST];
}
break;
case 2:
if ( flags & PF_USE_NEGATIVE_ICON && i==0 ) {
fname = Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_NEGATIVE];
break;
}
if ( flags & PF_USE_AFFIRMATIVE_ICON && i==1 ) {
fname = Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_POSITIVE];
break;
}
if ( i == 0 ) {
fname = Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_GENERIC_FIRST];
} else {
fname = Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_GENERIC_SECOND];
}
break;
case 3:
switch(i) {
case 0:
fname = Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_GENERIC_FIRST];
break;
case 1:
fname = Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_GENERIC_SECOND];
break;
case 2:
fname = Popup_button_filenames[gr_screen.res][is_tiny][BUTTON_GENERIC_THIRD];
break;
}
break;
}
return fname;
}
// bogus handling function for slider (we don't need it to do anything)
void popup_slider_bogus()
{
}
// init the Popup window
int popup_init(popup_info *pi, int flags)
{
int i;
UI_BUTTON *b;
popup_background *pbg;
const 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 != NULL) {
if (flags & PF_WEB_CURSOR_1) {
Popup_buttons[1].set_custom_cursor(Web_cursor);
}
if (flags & PF_WEB_CURSOR_2) {
Popup_buttons[2].set_custom_cursor(Web_cursor);
}
}
// 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;
}
// called when a popup goes away
void popup_close(popup_info *pi, int screen_id)
{
int i;
gamesnd_play_iface(SND_POPUP_DISAPPEAR); // play sound when popup disappears
for (i=0; i<pi->nchoices; i++ ) {
if ( pi->button_text[i] != NULL ) {
vm_free(pi->button_text[i]);
pi->button_text[i] = NULL;
}
}
if(screen_id >= 0){
gr_free_screen(screen_id);
}
Popup_window.destroy();
anim_ignore_next_frametime(); // to avoid skips in animation since next frametime is saturated
game_flush();
Popup_is_active = 0;
Popup_running_state = 0;
// 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_start_time();
}
// set the popup text color
void popup_set_text_color(int flags)
{
if ( flags & PF_BODY_RED ) {
gr_set_color_fast(&Color_red);
return;
}
if ( flags & PF_BODY_GREEN ) {
gr_set_color_fast(&Color_green);
return;
}
if ( flags & PF_BODY_BLUE ) {
gr_set_color_fast(&Color_blue);
return;
}
gr_set_color_fast(&Color_bright_blue);
}
// set the popup text color
void popup_set_title_color(int flags)
{
if ( flags & PF_TITLE_RED ) {
gr_set_color_fast(&Color_red);
return;
}
if ( flags & PF_TITLE_GREEN ) {
gr_set_color_fast(&Color_green);
return;
}
if ( flags & PF_TITLE_BLUE ) {
gr_set_color_fast(&Color_blue);
return;
}
if ( flags & PF_TITLE_WHITE ) {
gr_set_color_fast(&Color_bright_white);
return;
}
gr_set_color_fast(&Color_bright_blue);
}
// Draw the title centered within the popup
void popup_draw_title(int sy, char *line, int flags)
{
int w, h, sx;
if ( flags & PF_TITLE_BIG ) {
font::set_font(font::FONT2);
} else {
font::set_font(font::FONT1);
}
gr_get_string_size(&w, &h, line);
sx = fl2i(Title_coords[gr_screen.res][4] - w/2.0f + 0.5f);
popup_set_title_color(flags);
gr_string(sx,sy,line,GR_RESIZE_MENU);
}
// calculate the starting display index
int popup_calc_starting_index(popup_info *pi)
{
// we're basically ignoring any titles here.
if(pi->nlines <= Popup_max_display[gr_screen.res]){
return 0;
}
// otherwise, we want to see what item index the slider is on
return Popup_slider.get_currentItem();
}
// Figure out the y-coord to start drawing the popup text. The text
// is centered vertically within the popup.
int popup_calc_starting_y(popup_info *pi, int flags)
{
int sy, total_h=0;
int num_lines = pi->nlines > Popup_max_display[gr_screen.res] ? Popup_max_display[gr_screen.res] : pi->nlines;
if ( flags & (PF_TITLE | PF_TITLE_BIG) ) {
if ( flags & PF_TITLE_BIG ) {
font::set_font(font::FONT2);
} else {
font::set_font(font::FONT1);
}
total_h += gr_get_font_height();
}
if ( flags & PF_BODY_BIG ) {
font::set_font(font::FONT2);
} else {
font::set_font(font::FONT1);
}
total_h += num_lines * gr_get_font_height();
sy = fl2i((Popup_text_coords[gr_screen.res][1] + Popup_text_coords[gr_screen.res][3]/2.0f) - total_h/2.0f + 0.5f);
// if this is an input style box, add in some y
if(flags & PF_INPUT){
sy += Popup_input_text_y_offset[gr_screen.res];
}
return sy;
}
// Draw the message text nicely formatted in the popup
void popup_draw_msg_text(popup_info *pi, int flags)
{
int sx, sy, i, w, h;
int line_index;
int line_count;
// figure out the starting display
line_index = popup_calc_starting_index(pi);
// figure out the starting y:
sy = popup_calc_starting_y(pi, flags);
// draw title if required
if ( flags & (PF_TITLE | PF_TITLE_BIG) ) {
popup_draw_title(sy, pi->title, flags);
sy += gr_get_font_height();
}
// draw body
if ( flags & PF_BODY_BIG ) {
font::set_font(font::FONT2);
} else {
font::set_font(font::FONT1);
}
popup_set_text_color(flags);
line_count = 0;
for ( i = line_index; i < pi->nlines; i++, line_count++ ) {
// if we've already displayed the max # of lines
if(line_count >= Popup_max_display[gr_screen.res]){
break;
}
gr_get_string_size(&w, &h, pi->msg_lines[i]);
sx = fl2i(Title_coords[gr_screen.res][4] - w/2.0f + 0.5f);
gr_string(sx, sy + line_count * h, pi->msg_lines[i], GR_RESIZE_MENU);
}
// maybe draw "more"
h = 10;
if(i < pi->nlines){
gr_set_color_fast(&Color_more_bright);
gr_string(Title_coords[gr_screen.res][4], sy + (Popup_max_display[gr_screen.res]) * h, XSTR("More", 459), GR_RESIZE_MENU);
}
font::set_font(font::FONT1); // reset back to regular font size
}
// Draw the button text nicely formatted in the popup
void popup_draw_button_text(popup_info *pi, int flags)
{
int w, h, i, sx, sy;
gr_set_color_fast(&Color_bright_blue);
for ( i=0; i < pi->nchoices; i++ ) {
gr_get_string_size(&w, &h, pi->button_text[i]);
if ( (pi->nchoices == 1) && (flags&PF_USE_AFFIRMATIVE_ICON) ) {
sx = Button_regions[gr_screen.res][i+1][0]-w;
sy = Button_regions[gr_screen.res][i+1][1]+4;
} else {
sx = Button_regions[gr_screen.res][i][0]-w;
sy = Button_regions[gr_screen.res][i][1]+4;
}
gr_string(sx, sy, pi->button_text[i], GR_RESIZE_MENU);
// figure out where to draw underline char
if ( pi->shortcut_index[i] > 0 ) {
int cut=pi->shortcut_index[i];
char save_char=pi->button_text[i][cut];
pi->button_text[i][cut] = 0;
gr_get_string_size(&w, &h, pi->button_text[i]);
pi->button_text[i][cut] = save_char;
sx += w;
}
if ( pi->shortcut_index[i] >= 0 ) {
gr_printf_menu(sx, sy, NOX("%c"), 95);
}
}
}
// See if any of the button should change appearance based on mouse position
void popup_force_draw_buttons(popup_info *pi)
{
int i,mouse_is_highlighting=0;
UI_BUTTON *br, *b;
for ( i = 0; i < pi->nchoices; i++ ) {
br = &Popup_button_regions[i];
b = &Popup_buttons[i];
if ( br->button_down() ) {
b->draw_forced(2);
mouse_is_highlighting=1;
continue;
}
if ( (b->button_hilighted()) || (br->button_hilighted() && !b->button_down()) ) {
Popup_default_choice=i;
mouse_is_highlighting=1;
b->draw_forced(1);
}
}
// Only if mouse is not highlighting an option, let the default choice be drawn highlighted
if ( (!mouse_is_highlighting) && (pi->nchoices>1) ) {
for ( i = 0; i < pi->nchoices; i++ ) {
b = &Popup_buttons[i];
// highlight the default choice
if ( i == Popup_default_choice ) {
b->draw_forced(1);
}
}
}
}
// exit: -1 => error
// 0..nchoices-1 => choice
int popup_do(popup_info *pi, int flags)
{
int screen_id, choice = -1, done = 0;
if ( popup_init(pi, flags) == -1 ){
return -1;
}
screen_id = gr_save_screen();
int old_max_w_unscaled = gr_screen.max_w_unscaled;
int old_max_h_unscaled = gr_screen.max_h_unscaled;
int old_max_w_unscaled_zoomed = gr_screen.max_w_unscaled_zoomed;
int old_max_h_unscaled_zoomed = gr_screen.max_h_unscaled_zoomed;
gr_reset_screen_scale();
while(!done) {
int k;
os_poll();
// if we were killed by a call to popup_kill_any_active(), kill the popup
if(Popup_should_die){
choice = -1;
break;
}
// if we're flagged as should be running the state underneath, then do so
if(flags & PF_RUN_STATE){
game_do_state(gameseq_get_state());
}
// otherwise just run the common functions (for networking,etc)
else {
game_set_frametime(-1);
game_do_state_common(gameseq_get_state(),flags & PF_NO_NETWORKING); // do stuff common to all states
}
k = Popup_window.process(); // poll for input, handle mouse
choice = popup_process_keys(pi, k, flags);
if ( choice != POPUP_NOCHANGE ) {
done=1;
}
if ( !done ) {
choice = popup_check_buttons(pi);
if ( choice != POPUP_NOCHANGE ) {
done=1;
}
}
// don't draw anything
if(!(flags & PF_RUN_STATE)){
//gr_clear();
gr_restore_screen(screen_id);
}
// if this is an input popup, store the input text
if(flags & PF_INPUT){
Popup_input.get_text(pi->input_text);
}
Popup_window.draw();
popup_force_draw_buttons(pi);
popup_draw_msg_text(pi, flags);
popup_draw_button_text(pi, flags);
gr_flip();
}
gr_set_screen_scale(old_max_w_unscaled, old_max_h_unscaled, old_max_w_unscaled_zoomed, old_max_h_unscaled_zoomed);
popup_close(pi,screen_id);
return choice;
}
int popup_do_with_condition(popup_info *pi, int flags, int(*condition)())
{
int screen_id, choice = -1, done = 0;
int test;
screen_id = gr_save_screen();
if ( popup_init(pi, flags) == -1 )
return -1;
int old_max_w_unscaled = gr_screen.max_w_unscaled;
int old_max_h_unscaled = gr_screen.max_h_unscaled;
int old_max_w_unscaled_zoomed = gr_screen.max_w_unscaled_zoomed;
int old_max_h_unscaled_zoomed = gr_screen.max_h_unscaled_zoomed;
gr_reset_screen_scale();
while(!done) {
int k;
os_poll();
game_set_frametime(-1);
game_do_state_common(gameseq_get_state()); // do stuff common to all states
gr_restore_screen(screen_id);
// draw one frame first
Popup_window.draw();
popup_force_draw_buttons(pi);
popup_draw_msg_text(pi, flags);
popup_draw_button_text(pi, flags);
gr_flip();
// test the condition function or process for the window
if ((test = condition()) > 0) {
done = 1;
choice = test;
} else {
k = Popup_window.process(); // poll for input, handle mouse
choice = popup_process_keys(pi, k, flags);
if ( choice != POPUP_NOCHANGE ) {
done=1;
}
if ( !done ) {
choice = popup_check_buttons(pi);
if ( choice != POPUP_NOCHANGE ) {
done=1;
}
}
}
}
gr_set_screen_scale(old_max_w_unscaled, old_max_h_unscaled, old_max_w_unscaled_zoomed, old_max_h_unscaled_zoomed);
popup_close(pi,screen_id);
return choice;
}
// maybe assign a keyboard shortcut to this button
// input: pi => popup information so far
// i => number of choice
// str => string for button press
void popup_maybe_assign_keypress(popup_info *pi, int n, char *str)
{
int i,j,len=0,next_char_is_shortcut=0;
pi->keypress[n]=-1;
pi->shortcut_index[n]=-1;
len=(int)strlen(str)+1;
pi->button_text[n] = (char*)vm_malloc(len);
memset(pi->button_text[n], 0, len);
j=0;
// copy chars over, watching for underline meta-char '&'
for (i=0; i<len-1; i++) {
if ( str[i] == '&' ) {
pi->shortcut_index[n]=i;
next_char_is_shortcut=1;
} else {
if ( next_char_is_shortcut ) {
next_char_is_shortcut=0;
char first_char_string[2];
first_char_string[0]=str[i];
first_char_string[1]=0;
strlwr(first_char_string);
pi->keypress[n] = first_char_string[0];
}
pi->button_text[n][j++]=str[i];
}
}
}
// input: flags => flags => formatting specificatons (PF_...)
// nchoices => number of choices popup has
// text_1 => text for first button
// ... =>
// text_n => text for last button
// msg text => text msg for popup (can be of form "%s",pl->text)
//
// exit: choice selected (0..nchoices-1)
// will return -1 if there was an error or popup was aborted
//
// typical usage:
//
// rval = popup(0, 2, POPUP_OK, POPUP_CANCEL, "Sorry %s, try again", pl->callsign);
int popup(int flags, int nchoices, ... )
{
int i, choice;
char *format, *s;
va_list args;
if ( Popup_is_active ) {
Int3(); // should never happen
return -1;
}
Popup_flags = flags;
Assert( nchoices > 0 && nchoices <= POPUP_MAX_CHOICES );
Popup_info.nchoices = nchoices;
va_start(args, nchoices );
// get button text
for (i=0; i<nchoices; i++ ) {
s = va_arg( args, char * );
Popup_info.button_text[i] = NULL;
popup_maybe_assign_keypress(&Popup_info, i, s);
}
// get msg text
format = va_arg( args, char * );
vsnprintf(Popup_info.raw_text, sizeof(Popup_info.raw_text)-1, format, args);
va_end(args);
Popup_info.raw_text[sizeof(Popup_info.raw_text)-1] = '\0';
gamesnd_play_iface(SND_POPUP_APPEAR); // play sound when popup appears
io::mouse::CursorManager::get()->pushStatus();
io::mouse::CursorManager::get()->showCursor(true);
Popup_is_active = 1;
choice = popup_do( &Popup_info, flags );
io::mouse::CursorManager::get()->popStatus();
switch(choice) {
case POPUP_ABORT:
return -1;
default:
return choice;
} // end switch
}
// determine if a popup is being drawn
int popup_active()
{
return Popup_is_active;
}
// This function displays a popup message box and every frame it checks the condition() function
// which is passed in as an argument.
// If the condition() returns TRUE, the message box ends itself. This function returns whatever
// the condition() did if the condition() occurred, and FALSE if the cancel button was pressed.
int popup_till_condition(int (*condition)(), ...)
{
int choice;
char *format, *s;
va_list args;
int flags = 0;
if ( Popup_is_active ) {
Int3(); // should never happen
return -1;
}
//int nchoices = 1;
Popup_info.nchoices = 1;
Popup_flags = 0;
va_start(args, condition );
// get button text
s = va_arg( args, char * );
Popup_info.button_text[0] = NULL;
popup_maybe_assign_keypress(&Popup_info, 0, s);
// get msg text
format = va_arg( args, char * );
vsnprintf(Popup_info.raw_text, sizeof(Popup_info.raw_text)-1, format, args);
va_end(args);
Popup_info.raw_text[sizeof(Popup_info.raw_text)-1] = '\0';
gamesnd_play_iface(SND_POPUP_APPEAR); // play sound when popup appears
io::mouse::CursorManager::get()->pushStatus();
io::mouse::CursorManager::get()->showCursor(true);
Popup_is_active = 1;
choice = popup_do_with_condition( &Popup_info, flags, condition );
io::mouse::CursorManager::get()->popStatus();
switch(choice) {
case POPUP_ABORT:
return 0;
default:
return choice;
} // end switch
}
// popup to return the value from an input box
char *popup_input(int flags, const char *caption, int max_output_len)
{
if ( Popup_is_active ) {
Int3(); // should never happen
return NULL;
}
// make it an inputbox type popup
Popup_flags = flags;
Popup_flags |= PF_INPUT;
// add a cancel button
Popup_info.nchoices = 0;
// popup_maybe_assign_keypress(&Popup_info, 0, "&Cancel");
// get msg text
Assert(caption != NULL);
strcpy_s(Popup_info.raw_text, caption);
Assert(strlen(Popup_info.raw_text) < POPUP_MAX_CHARS );
// set input text length
if((max_output_len > POPUP_INPUT_MAX_CHARS) || (max_output_len == -1)){
Popup_info.max_input_text_len = POPUP_INPUT_MAX_CHARS - 1;
} else {
Popup_info.max_input_text_len = max_output_len;
}
// zero the popup input text
memset(Popup_info.input_text, 0, POPUP_INPUT_MAX_CHARS);
gamesnd_play_iface(SND_POPUP_APPEAR); // play sound when popup appears
io::mouse::CursorManager::get()->showCursor(true);
Popup_is_active = 1;
// if the user cancelled
if(popup_do(&Popup_info, Popup_flags) == POPUP_ABORT){
return NULL;
}
// otherwise return the
return Popup_info.input_text;
}
int popup_running_state()
{
return Popup_running_state;
}
// kill any active popup, forcing it to return -1 (similar to ESC)
void popup_kill_any_active()
{
if(Popup_is_active){
Popup_should_die = 1;
}
}
// change the text inside of the popup
void popup_change_text(const char *new_text)
{
// copy the raw text
strcpy_s(Popup_info.raw_text,new_text);
// recalculate all display information
popup_split_lines(&Popup_info,Popup_flags);
}
// If we're running on demo data, certain menus can't be displayed; this message will get shown instead.
void popup_game_feature_not_in_demo()
{
popup(PF_USE_AFFIRMATIVE_ICON|PF_BODY_BIG, 1, POPUP_OK, XSTR( "Sorry, this feature is available only in the retail version", 200));
}