mirror of
https://github.com/scp-fs2open/fs2open.github.com.git
synced 2026-11-08 17:48:46 -10:00
git-svn-id: svn://svn.icculus.org/fs2open/trunk/fs2_open@10861 387891d4-d844-0410-90c0-e4c51a9137d3
296 lines
6.7 KiB
C++
296 lines
6.7 KiB
C++
/*
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* Copyright (C) Volition, Inc. 1999. All rights reserved.
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*
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* All source code herein is the property of Volition, Inc. You may not sell
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* or otherwise commercially exploit the source or things you created based on the
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* source.
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*
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*/
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#include "ui/uidefs.h"
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#include "ui/ui.h"
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#include "io/timer.h"
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#include "missionui/missionscreencommon.h"
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#include "bmpman/bmpman.h"
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#include "gamesnd/gamesnd.h"
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#include "globalincs/alphacolors.h"
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/// DOT_SLIDER class down here
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void UI_DOT_SLIDER_NEW::create(UI_WINDOW *wnd, int _x, int _y, int _num_pos, char *bm_slider, int slider_mask,
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char *bm_left, int left_mask, int left_x, int left_y,
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char *bm_right, int right_mask, int right_x, int right_y,
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int _dot_width)
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{
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// no end buttons yet
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has_end_buttons = 0;
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// if any of the left/right arrow information is specified, make sure its _all_ specified
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if((bm_left != NULL) || (left_mask != -1) || (bm_right != NULL) || (right_mask != -1)){
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Assert((bm_left != NULL) && (left_mask >= 0) && (bm_right != NULL) && (right_mask >= 0));
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if((bm_left == NULL) || (left_mask < 0) || (bm_right == NULL) || (right_mask < 0)){
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return;
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}
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// now we know we have end buttons
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has_end_buttons = 1;
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}
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// internal stuff
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num_pos = _num_pos;
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base_create(wnd, UI_KIND_DOT_SLIDER_NEW, _x, _y, 0, 20);
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pos = 0;
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dot_width = _dot_width;
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// set bitmaps for the slider itself
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button.create( wnd, "", _x, _y, 0, 0, 0, 1 );
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button.set_parent(this);
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button.link_hotspot(slider_mask);
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button.set_bmaps(bm_slider, num_pos, 0);
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button.hide();
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// maybe setup buttons for the arrows
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if ( has_end_buttons ) {
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// Second button is the up (increase) button
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up_button.create( wnd, "", right_x, right_y, 0, 0, 1, 1 );
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up_button.set_parent(this);
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up_button.set_highlight_action(common_play_highlight_sound);
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up_button.link_hotspot(right_mask);
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up_button.set_bmaps(bm_right);
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// Third button is the down (decrease) button
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down_button.create( wnd, "", left_x, left_y, 0, 0, 1, 1 );
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down_button.set_parent(this);
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down_button.set_highlight_action(common_play_highlight_sound);
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down_button.link_hotspot(left_mask);
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down_button.set_bmaps(bm_left);
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}
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}
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void UI_DOT_SLIDER_NEW::draw()
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{
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// draw end buttons
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if ( has_end_buttons ) {
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up_button.draw();
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down_button.draw();
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}
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// draw the proper dot
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Assert((pos >= 0) && (pos <= num_pos));
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// for position -1, we don't draw (no dots)
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if(pos >= 0){
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button.unhide();
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button.draw_forced(pos);
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button.hide();
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}
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}
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void UI_DOT_SLIDER_NEW::process(int focus)
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{
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if (disabled_flag) {
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if (!hidden && !my_wnd->use_hack_to_get_around_stupid_problem_flag) {
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if (button.is_mouse_on() && B1_JUST_PRESSED) {
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gamesnd_play_iface(SND_GENERAL_FAIL);
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} else if (has_end_buttons && (up_button.is_mouse_on() || down_button.is_mouse_on())) {
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gamesnd_play_iface(SND_GENERAL_FAIL);
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}
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if ( (hotkey >= 0) && (my_wnd->keypress == hotkey) ){
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gamesnd_play_iface(SND_GENERAL_FAIL);
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}
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}
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return;
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}
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// check focus and derived focus with one variable
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if (my_wnd->selected_gadget == this){
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focus = 1;
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}
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// first check the dot area
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button.process(focus);
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if (button.button_down() || button.pressed() || mouse_captured()) {
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capture_mouse(); // while we are changing level, ignore all other buttons
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pos = (ui_mouse.x - x) / dot_width;
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if (pos < 0){
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pos = 0;
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}
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// if we have 10 positions, 0 - 9 are valid
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if ( pos >= num_pos ) {
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pos = num_pos - 1;
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}
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return;
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}
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if ( has_end_buttons ) {
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up_button.process(focus);
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if (up_button.pressed()) {
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if (pos < num_pos-1){
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pos++;
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} else {
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gamesnd_play_iface(SND_GENERAL_FAIL);
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}
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}
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down_button.process(focus);
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if (down_button.pressed()) {
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if(pos){
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pos--;
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} else {
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gamesnd_play_iface(SND_GENERAL_FAIL);
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}
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}
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}
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}
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//
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// OLD DOT SLIDER - TO BE PHASED OUT. IF YOU NEED TO USE A UI_DOT_SLIDER, use a UI_DOT_SLIDER_NEW -------------------
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//
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/// DOT_SLIDER class down here
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void UI_DOT_SLIDER::create(UI_WINDOW *wnd, int _x, int _y, char *bm, int id, int end_buttons, int _num_pos)
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{
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char filename[MAX_PATH_LEN];
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int bx, by, bw, hotspot;
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has_end_buttons = end_buttons;
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if ( has_end_buttons ) {
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bx = _x + 24;
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by = _y + 1;
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bw = 190;
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hotspot = id + 1;
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} else {
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bx = _x;
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by = _y;
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bw = 80;
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hotspot = id;
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}
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num_pos = _num_pos;
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sprintf(filename, "%s%.2d", bm, hotspot);
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first_frame = bm_load_animation(filename, &total_frames);
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if (first_frame < 0) {
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Error(LOCATION, "Could not load %s.ani\n", filename);
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disable();
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hide();
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return;
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}
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base_create(wnd, UI_KIND_DOT_SLIDER, bx, by, bw, 20);
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pos = 0;
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// A DOT_SLIDER has up to 3 child buttons..
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by = _y;
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// First button is the region with the dots
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button.create( wnd, "", bx, by, bw, 20, 0, 1 );
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button.set_parent(this);
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button.link_hotspot(hotspot);
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button.hide();
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if ( has_end_buttons ) {
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// Second button is the up (increase) button
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sprintf(filename, "%s%.2d", bm, id + 2);
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up_button.create( wnd, "", _x + 216, _y, 22, 24, 1, 1 );
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up_button.set_parent(this);
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up_button.set_highlight_action(common_play_highlight_sound);
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up_button.set_bmaps(filename);
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up_button.link_hotspot(id + 2);
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// Third button is the down (decrease) button
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sprintf(filename, "%s%.2d", bm, id);
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down_button.create( wnd, "", _x, _y, 22, 24, 1, 1 );
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down_button.set_parent(this);
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down_button.set_highlight_action(common_play_highlight_sound);
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down_button.set_bmaps(filename);
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down_button.link_hotspot(id);
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}
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}
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void UI_DOT_SLIDER::destroy()
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{
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// release ani frames for the dots.
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bm_release(first_frame);
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UI_GADGET::destroy();
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}
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void UI_DOT_SLIDER::draw()
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{
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if ( has_end_buttons ) {
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up_button.draw();
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down_button.draw();
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}
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Assert((pos >= 0) && (pos <= num_pos));
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gr_set_bitmap(first_frame + pos); // draw the dot level
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gr_bitmap(x, y, GR_RESIZE_MENU);
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}
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void UI_DOT_SLIDER::process(int focus)
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{
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if (disabled_flag)
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return;
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// check focus and derived focus with one variable
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if (my_wnd->selected_gadget == this)
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focus = 1;
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// first check the dot area
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button.process(focus);
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if (button.button_down() || button.pressed() || mouse_captured()) {
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capture_mouse(); // while we are changing level, ignore all other buttons
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if ( has_end_buttons ) {
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pos = (ui_mouse.x - x + 17) / 19;
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} else {
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pos = (ui_mouse.x - x) / 19;
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}
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if (pos < 0){
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pos = 0;
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}
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if ( pos > num_pos ){
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pos = num_pos;
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}
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return;
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}
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if ( has_end_buttons ) {
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up_button.process(focus);
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if (up_button.pressed()) {
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if (pos < num_pos){
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pos++;
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} else {
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gamesnd_play_iface(SND_GENERAL_FAIL);
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}
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}
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down_button.process(focus);
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if (down_button.pressed()) {
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if (pos){
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pos--;
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} else {
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gamesnd_play_iface(SND_GENERAL_FAIL);
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}
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}
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}
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}
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