-switched tooltips to work when ALT is held instead of CTRL

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@493 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
MaddMugsy
2006-08-29 18:45:06 +00:00
parent d5fd1fa13d
commit 1f084ac8ba
2 changed files with 372 additions and 1 deletions
+1 -1
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@@ -23,7 +23,7 @@ INT16 zVersionLabel[256] = { L"Beta v. 0.98" };
#else
//RELEASE BUILD VERSION
INT16 zVersionLabel[256] = { L"Release v1.13.492" };
INT16 zVersionLabel[256] = { L"Release v1.13.493" };
#endif
+371
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@@ -0,0 +1,371 @@
#include "Tactical All.h"
struct MOUSETT
{
CHAR16 FastHelpText[ 1024 ];
INT32 iX;
INT32 iY;
INT32 iW;
};
extern struct MOUSETT mouseTT;
extern BOOL mouseTTrender,mouseTTdone;
const int DL_Limited = 1;
const int DL_Basic = 2;
const int DL_Full = 3;
const int DL_Debug = 4;
void DisplayWeaponInfo( SOLDIERTYPE*, CHAR16*, UINT8 );
void DrawMouseTooltip(void);
void SoldierTooltip( SOLDIERTYPE* pSoldier )
{
SGPRect aRect;
extern void GetSoldierScreenRect(SOLDIERTYPE*,SGPRect*);
GetSoldierScreenRect( pSoldier, &aRect );
INT16 a1,a2;
if ( gfKeyState[ALT] && pSoldier &&
IsPointInScreenRectWithRelative( gusMouseXPos, gusMouseYPos, &aRect, &a1, &a2 ) )
{
MOUSETT *pRegion = &mouseTT;
CHAR16 pStrInfo[ sizeof( pRegion->FastHelpText ) ];
int iNVG = 0;
INT16 sSoldierGridNo;
//Get the gridno the cursor is at
GetMouseMapPos( &sSoldierGridNo );
swprintf( pStrInfo, L"" );
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug )
{
// display "debug" info
if ( gGameExternalOptions.fEnableSoldierTooltipLocation )
swprintf( pStrInfo, L"%s|Location: %d\n", pStrInfo, sSoldierGridNo );
if ( gGameExternalOptions.fEnableSoldierTooltipBrightness )
swprintf( pStrInfo, L"%s|Brightness: %d / %d\n", pStrInfo, SHADE_MIN - LightTrueLevel( sSoldierGridNo, gsInterfaceLevel ), SHADE_MIN );
if ( ( gGameExternalOptions.fEnableSoldierTooltipRangeToTarget ) &&
( gusSelectedSoldier != NOBODY ) )
{
swprintf( pStrInfo, L"%s|Range to |Target: %d\n", pStrInfo,
GetRangeInCellCoordsFromGridNoDiff( MercPtrs[ gusSelectedSoldier ]->sGridNo, sSoldierGridNo ) / 10 );
}
if ( gGameExternalOptions.fEnableSoldierTooltipID )
swprintf( pStrInfo, L"%s|I|D: %d\n", pStrInfo, pSoldier->ubID );
if ( gGameExternalOptions.fEnableSoldierTooltipOrders )
swprintf( pStrInfo, L"%s|Orders: %d\n", pStrInfo, pSoldier->bOrders );
if ( gGameExternalOptions.fEnableSoldierTooltipAttitude )
swprintf( pStrInfo, L"%s|Attitude: %d\n", pStrInfo, pSoldier->bAttitude );
if ( gGameExternalOptions.fEnableSoldierTooltipActionPoints )
swprintf( pStrInfo, L"%s|Current |A|Ps: %d\n", pStrInfo, pSoldier->bActionPoints );
if ( gGameExternalOptions.fEnableSoldierTooltipHealth )
swprintf( pStrInfo, L"%s|Current |Health: %d\n", pStrInfo, pSoldier->bLife );
}
// armor info code block start
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Full )
{
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
swprintf( pStrInfo, L"%s|Helmet: %s\n", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? ItemNames[ pSoldier->inv[HELMETPOS].usItem ] : L"No helmet" );
if ( gGameExternalOptions.fEnableSoldierTooltipVest )
swprintf( pStrInfo, L"%s|Vest: %s\n", pStrInfo, pSoldier->inv[VESTPOS].usItem ? ItemNames[ pSoldier->inv[VESTPOS].usItem ] : L"No vest" );
if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
swprintf( pStrInfo, L"%s|Leggings: %s\n", pStrInfo, pSoldier->inv[LEGPOS].usItem ? ItemNames[ pSoldier->inv[LEGPOS].usItem ] : L"No leggings" );
}
else
{
if ( !( !gGameExternalOptions.fEnableSoldierTooltipHelmet &&
!gGameExternalOptions.fEnableSoldierTooltipVest &&
!gGameExternalOptions.fEnableSoldierTooltipLeggings) )
// do not display the armor line if all the armor toggles are set to false
{
if ( ArmourPercent( pSoldier ) )
{
swprintf( pStrInfo, L"|Armor: " );
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Basic )
{
if ( gGameExternalOptions.fEnableSoldierTooltipHelmet )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[HELMETPOS].usItem ? L"helmet " : L"" );
if ( gGameExternalOptions.fEnableSoldierTooltipVest )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[VESTPOS].usItem ? L"vest " : L"" );
if ( gGameExternalOptions.fEnableSoldierTooltipLeggings )
swprintf( pStrInfo, L"%s%s", pStrInfo, pSoldier->inv[LEGPOS].usItem ? L"leggings" : L"" );
wcscat( pStrInfo, L"\n" );
}
else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Limited
{
swprintf( pStrInfo, L"|Armor: %s\n", L"worn" );
}
}
else
{
swprintf( pStrInfo, L"|Armor: %s\n", L"no armor" );
}
}
}
// armor info code block end
// head slots info code block start
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel != DL_Debug )
{
if( Item[pSoldier->inv[HEAD1POS].usItem].nightvisionrangebonus > 0 )
iNVG = HEAD1POS;
else if( Item[pSoldier->inv[HEAD2POS].usItem].nightvisionrangebonus > 0 )
iNVG = HEAD2POS;
if ( !( !gGameExternalOptions.fEnableSoldierTooltipHeadItem1 &&
!gGameExternalOptions.fEnableSoldierTooltipHeadItem2) )
// do not display the NVG/mask lines if both head slot toggles are set to false
{
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Full )
{
swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo,
iNVG ? ItemNames[ pSoldier->inv[ iNVG ].usItem ] : L"no NVG" );
}
else
{
swprintf( pStrInfo, L"%s|N|V|G: %s\n", pStrInfo, iNVG ? L"worn" : L"no NVG" );
}
swprintf( pStrInfo, L"%s|Gas |Mask: %s\n", pStrInfo,
( FindGasMask(pSoldier) ) ? L"worn" : L"no mask" );
}
}
else // gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug
{
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem1 )
swprintf( pStrInfo, L"%s|Head |Position |1: %s\n", pStrInfo, ItemNames[ pSoldier->inv[HEAD1POS].usItem ] );
if ( gGameExternalOptions.fEnableSoldierTooltipHeadItem2 )
swprintf( pStrInfo, L"%s|Head |Position |2: %s\n", pStrInfo, ItemNames[ pSoldier->inv[HEAD2POS].usItem ] );
}
// head slots info code block end
// weapon in primary hand info code block start
if ( gGameExternalOptions.fEnableSoldierTooltipWeapon )
{
DisplayWeaponInfo( pSoldier, pStrInfo, HANDPOS );
} // gGameExternalOptions.fEnableSoldierTooltipWeapon
// weapon in primary hand info code block end
// weapon in off hand info code block start
if ( gGameExternalOptions.fEnableSoldierTooltipSecondHand )
{
if ( pSoldier->inv[SECONDHANDPOS].usItem )
{
// if there's something in the slot display it
wcscat( pStrInfo, L"\n" );
DisplayWeaponInfo( pSoldier, pStrInfo, SECONDHANDPOS );
}
}
// weapon in off hand info code block end
// large objects in big inventory slots info code block start
for ( UINT8 BigSlot = BIGPOCK1POS; BigSlot <= BIGPOCK4POS; BigSlot++ )
{
if ( pSoldier->inv[ BigSlot ].usItem == 0 )
continue; // slot is empty, move on to the next slot
switch( BigSlot )
{
// if display of this big slot is toggled off then move on to the next slot
case BIGPOCK1POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot1 )
continue;
break;
case BIGPOCK2POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot2 )
continue;
break;
case BIGPOCK3POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot3 )
continue;
break;
case BIGPOCK4POS:
if ( !gGameExternalOptions.fEnableSoldierTooltipBigSlot4 )
continue;
break;
}
if ( ( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_LAUNCHER ) ||
( Item[ pSoldier->inv[ BigSlot ].usItem ].usItemClass == IC_GUN ) )
{
// it's a firearm
if ( ( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != HANDGUNCLASS ) &&
( Weapon[pSoldier->inv[ BigSlot ].usItem].ubWeaponClass != SMGCLASS ) )
{
// it's a long gun or heavy weapon
wcscat( pStrInfo, L"\n(In Backpack) " );
DisplayWeaponInfo( pSoldier, pStrInfo, BigSlot );
}
}
}
// large objects in big inventory slots info code block end
pRegion->iX = gusMouseXPos;
pRegion->iY = gusMouseYPos;
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Debug )
swprintf( pRegion->FastHelpText, L"%s\n|String |Length|: %d", pStrInfo, wcslen(pStrInfo) );
else
wcscpy( pRegion->FastHelpText, pStrInfo );
}
if ( gfKeyState[ ALT ] )
{
DrawMouseTooltip();
SetRenderFlags( RENDER_FLAG_FULL );
}
} // SoldierTooltip(SOLDIERTYPE* pSoldier)
void DisplayWeaponInfo( SOLDIERTYPE* pSoldier, CHAR16* pStrInfo, UINT8 ubSlot )
{
INT32 iNumAttachments = 0;
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Full )
{
// display exact weapon model
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo,
WeaponInHand( pSoldier ) ? ItemNames[ pSoldier->inv[ubSlot].usItem ] : L"no weapon" );
}
else
{
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Limited )
{
// display general weapon class
switch( Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponClass )
{
case HANDGUNCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"handgun" );
break;
case SMGCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"SMG" );
break;
case RIFLECLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"rifle" );
break;
case MGCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"MG" );
break;
case SHOTGUNCLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"shotgun" );
break;
case KNIFECLASS:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"knife" );
break;
default:
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo, L"heavy weapon" );
break;
}
}
else
{
// display general weapon type
swprintf( pStrInfo, L"%s|Weapon: %s ", pStrInfo,
WeaponInHand( pSoldier) ? WeaponType[Weapon[pSoldier->inv[ubSlot].usItem].ubWeaponType] : L"no weapon" );
}
}
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic )
{
// display weapon attachments
for ( INT32 cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if ( pSoldier->inv[ubSlot].usAttachItem[ cnt ] != NOTHING )
{
if ( gGameExternalOptions.ubSoldierTooltipDetailLevel == DL_Basic )
{
// display only externally-visible weapon attachments
// don't display inseparable attachments
if ( !Item[pSoldier->inv[ubSlot].usAttachItem[ cnt ]].inseparable )
{
iNumAttachments++;
if ( iNumAttachments == 1 )
wcscat( pStrInfo, L"\n[" );
else
wcscat( pStrInfo, L", " );
wcscat( pStrInfo, ItemNames[ pSoldier->inv[ubSlot].usAttachItem[ cnt ] ] );
}
}
else
{
// display all weapon attachments
iNumAttachments++;
if ( iNumAttachments == 1 )
wcscat( pStrInfo, L"\n[" );
else
wcscat( pStrInfo, L", " );
wcscat( pStrInfo, ItemNames[ pSoldier->inv[ubSlot].usAttachItem[ cnt ] ] );
}
} // pSoldier->inv[HANDPOS].usAttachItem[ cnt ] != NOTHING
} // for
if ( iNumAttachments > 0 )
wcscat( pStrInfo, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] ); // append ' attached]' to end of string
} // gGameExternalOptions.ubSoldierTooltipDetailLevel >= DL_Basic
}
MOUSETT mouseTT;
BOOL mouseTTrender, mouseTTdone;
void DrawMouseTooltip()
{
UINT8 *pDestBuf;
UINT32 uiDestPitchBYTES;
UINT16 usFillColor = Get16BPPColor(FROMRGB(250, 240, 188));
UINT16 usRectColor1 = Get16BPPColor( FROMRGB( 65, 57, 15 ) );
UINT16 usRectColor2 = Get16BPPColor( FROMRGB( 227, 198, 88 ) );
static INT32 iX, iY, iW, iH;
extern INT16 GetWidthOfString(STR16);
extern INT16 GetNumberOfLinesInHeight(STR16);
extern void DisplayHelpTokenizedString(STR16,INT16,INT16);
extern BOOLEAN initTooltipBuffer();
extern PTR LockTooltipBuffer(UINT32*);
extern void UnlockTooltipBuffer();
extern void DisplayTooltipString( STR16 pStringA, INT16 sX, INT16 sY );
extern void j_log(PTR,...);
// if (!gGameExternalOptions.gfAllowSoldierToolTips) return;
iX = mouseTT.iX;iY = mouseTT.iY;
iW = (INT32)GetWidthOfString( mouseTT.FastHelpText ) + 10;
iH = (INT32)( GetNumberOfLinesInHeight( mouseTT.FastHelpText ) * (GetFontHeight(FONT10ARIAL)+1) + 8 );
if(1)//draw at cursor
{
iY -= (iH / 2);
if (gusMouseXPos > (SCREEN_WIDTH / 2))
iX = gusMouseXPos - iW - 24;
else
iX = gusMouseXPos + 24;
//if (gusMouseYPos > (SCREEN_HEIGHT / 2))
// iY -= 32;
if (iY <= 0) iY += 32;
}
else
{ //draw in panel
//502,485 658,596 160*110 580,540
iX = 580 - (iW / 2);
iY = 540 - (iH/2);
if (iY + iH > SCREEN_HEIGHT) iY = SCREEN_HEIGHT - iH - 3 ;
}
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
RectangleDraw( TRUE, iX + 1, iY + 1, iX + iW - 1, iY + iH - 1, Get16BPPColor( FROMRGB( 65, 57, 15 ) ), pDestBuf );
RectangleDraw( TRUE, iX, iY, iX + iW - 2, iY + iH - 2, Get16BPPColor( FROMRGB( 227, 198, 88 ) ), pDestBuf );
UnLockVideoSurface( FRAME_BUFFER );
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
ShadowVideoSurfaceRect( FRAME_BUFFER, iX + 2, iY + 2, iX + iW - 3, iY + iH - 3 );
SetFont( FONT10ARIAL );
SetFontShadow( FONT_NEARBLACK );
DisplayHelpTokenizedString( mouseTT.FastHelpText ,( INT16 )( iX + 5 ), ( INT16 )( iY + 5 ) );
InvalidateRegion( iX, iY, (iX + iW) , (iY + iH) );
//InvalidateScreen();
}