Files
source/MPChatScreen.cpp
T
Wanne 7ca53fadc7 *** MERGED source code from development trunk revision 4890 up to latest current revision 5105 ***
Development Trunk (now obsolete): https://ja2svn.dyndns.org/source/ja2/branches/Wanne/JA2%201.13%20MP
A detailed list of all the features (changes) is visible in the history log of the development trunk:

INFO: There will be no further development in the development source trunk, so is obsolete from now on!

This commit contains the following features (bugfixes are not listed):

- New Feature: Show merc ranks in Strategy Screen before merc name
o Toggle on/off in the ingame options screen
o For each experience level (0-10) there are defined rank names in the language specific text files
o Additional language text that is not translated yet is marked with // TODO.Translate

- New Feature: Faster Bobby Ray Shipments
o This feature is selectable in the ja2_options.ini
o When activated Bobby Ray shipments will be really fast
-> Overnight Express: 5 - 7 hours
-> Air Service: 10, 12 or 14 hours
-> Standard Service: 15, 18 or 21 hours
o In a multiplayer game, this feature is disabled (because shipment arrive immediately in the destination sector)

- New Feature: AP cost for manipulating the merc inventory
o This feature is selectable in the start new game screen
o For example, putting a weapon from hand in the backpack costs APs
o The AP costs are defined in the APBPConstants.ini
o In a multiplayer game, this feature is disabled

- New Feature: Added possibility to set individual Gear Kit names
o Set individual names in the optional new tag <mGearKitName> inside the <GEARKIT> root element (File: TableData\MercStartingGear.xml)

- New Feature: Externalized the maximum purchase amount (JA2 vanilla: 10) for Bobby Rays purchases per shipment
o Define the max. amount in the ja2_options.ini: BOBBY_RAY_MAX_PURCHASE_AMOUNT, Range: 10 - 100)
o Nice scrolling bars to scroll through all the purchases

- New Feature: Now it is possible to walk on "water" tiles or handle those tiles like "normal" tiles 
o (instead of showing the swimming animation and counting the APs for swimming), when the soldier is located on the second level (level > 0)

- New Feature: Externalized AIM Veterans laptop site
o Add maximum of 4 pages
o Add  new AIM to veterans page, and remove AIM from veterans page.
o New XML file: OldAIMArchive.xml (language specific XML files: *.OldAIMArchive.xml)

- New Feature: Added possibility to choose from 254 IMP faces
o Modified IMPPortraits.xml
o Added new GameDir folder "IMPFaces" which contains the IMP face portraits
o Moved IMP faces in the new "IMPFaces" folder

- New Feature: ARSP - All Resolution Support Project
o See here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298698&page=1
o Support any kind of screen resolution. This works by choosing the matching full supported resolution (640x480, 800x600, 1024x768) and then centering the graphics
o See ja2.ini for defining the screen resolution

- New Feature: AI Turn Speed Up (FF-MOD)
o see here: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=298699#Post298699
o When this feature is activated it allows fast enemy turns
o New entry in ja2.ini to enable this feature: HIGHSPEED_TIMER = TRUE
o Turn on/off auto fast turns in ingame options
o New ja2_options.ini settings for fine tuning: [Clock Settings] ini block

- New Feature: "Lock" / "Release" mouse cursor in tactical windowed mode, so the mouse can stay within window boundary
o This is very helpful for doing scrolling with the mouse (by moving the mouse to the window edge) in windowed mode
o You can toggle on/off the feature by pressing CTRL + Z. It is also possible to press CTRL + Y. So the user can decide which fits better :)
o Whenever you toggle on/off a screen message appears on the tactical log to notify the player

- New Feature: Weapon overheating
o Basically, every shot fired from a gun increases its temperature. On higher temperatures, the gun jams more frequently
o On/off toggle in the ingame options
o Graphical thermometer indication on the weapon picture
o New ja2_options.ini section with a few options, Section: [Tactical Weapon Overheating Settings]
o XML changes (New Tags)
--> AmmoTypes.xml: <temperatureModificator>
--> Items.xml: <barrel>, <usOverheatingCooldownFactor>
--> Weapons.xml: <usOverheatingJamThreshold>, <usOverheatingDamageThreshold>, <usOverheatingSingleShotTemperature>
o Added a few barells to Items.xml (end of the file)
o more infos: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=301059&page=1

- New Feature: Resting weapons on a surfaces
o You can now rest your weapon on crates, low walls, rocks, debris, open windows etc. while you are crouched. Resting will give yu the superior gun handling modifiers from PRONE position.
o A little 'A' on your gun indicates if you are resting it or not.
o Both settings can be turned on and off in Ja2_Options.ini under 'Tactical Gameplay Settings'

- New Feature: Externalized option on whether mercs can exit sector using grid exit in turn based mode
o new ja2_options.ini property: GRID_EXIT_IN_TURNBASED
o This ini setting does not affect leaving sectors on map edges

- Rework/Update: Ammo boxes and Ammo crates
o Ammo crate items added for remaining calibers.  Tweaked prices to correspond to magazines, tweaked capacities and weights to be reasonable (~800 or less).
o Shift-R reload now looks at both boxes and crates in sector items and merc's inventory to reload, and tops off magazines in inventory as well.  Only possible outside of combat.
o Ctrl-Shift-A still creates crates as per usual, with some fixes to ensure all ammo is caught on the first press.
o Shift-A now creates ammo boxes in the same loop.  They mostly behave like crates, but fit in mercs inventories.
o Ammo boxes are available to purchase at BR and tony, sam, etc.  Individual magazines/drums/etc are no longer available.
o Removed ammo crate xml tag.  Added ubMagType tag to Magazines array.  This allows us to differentiate between magazines, bullets, boxes and crates.
o Changed ammo filtering in BR's to display boxes appropriately.  Added back the "Mag:" display (changed text to "Size:")
o Added ja2set.dat.xml file (WF map version in WF maps folder) to be used instead of ja2set.dat file (ja2.ini setting added) For now, if you want to play vanilla instead, just change the setting in the ini (see comments in file).
o Added P4-P9Items image files (up to 5k images each) and tileslots.  1.13 core items will continue to use Guns and P1-P3Items for the foreseeable future.  P4-P9 can be used by customizers/modders to avoid conflicts with Guns/P1-P3 items.  TODO: Need to discuss a strategy for this in the forums.
o Added in Ambient/0.bad and 32.bad to avoid an exception in the code.
o Updated the XML Editor
o Standardized the text on all the ammo items.

- New Multiplayer Feature: Sharing same FOV (field of view) in a coop/team-dm (for friendly teams) game
o You will also see enemies, that your teammate sees

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5108 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-03-23 18:46:54 +00:00

1613 lines
45 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#else
#include "sgp.h"
#include "screenids.h"
#include "Timer Control.h"
#include "sys globals.h"
#include "fade screen.h"
#include "sysutil.h"
#include "vobject_blitters.h"
#include "MercTextBox.h"
#include "wcheck.h"
#include "cursors.h"
#include "font control.h"
#include "Game Clock.h"
#include "Map Screen Interface.h"
#include "renderworld.h"
#include "gameloop.h"
#include "english.h"
#include "GameSettings.h"
#include "Interface Control.h"
#include "cursor control.h"
#include "laptop.h"
#include "text.h"
#include "Text Input.h"
#include "overhead map.h"
#include "MPChatScreen.h"
#include "WordWrap.h"
#include "Render Dirty.h"
#include "message.h"
#include "utilities.h"
#include "connect.h"
#endif
#define CHATBOX_WIDTH 310 // 350 is the max size, the PrepareMercPopupBox will add the X_MARGIN to both sides
#define CHATBOX_Y_MARGIN_NOLOG 25
#define CHATBOX_Y_MARGIN_LOG 80
#define CHATBOX_Y_MARGIN_BOTTOM 80
#define CHATBOX_X_MARGIN 30 // pad box width 20 either side of text pixel length, but i use half of this value for control margins
#define CHATBOX_LOG_WIDTH 300
#define CHATBOX_LOG_HEIGHT 80
#define CHATBOX_LOG_TXTBORDER 4 // offset till text renderable area on all sides
#define CHATBOX_SCROLL_WIDTH 17
#define CHATBOX_SCROLL_HEIGHT 80
#define CHATBOX_SCROLL_GAPX 5
#define CHATBOX_BUTTON_WIDTH 61
#define CHATBOX_BUTTON_HEIGHT 20
#define CHATBOX_BUTTON_X_SEP 15
#define CHATBOX_SMALL_BUTTON_WIDTH 31
#define CHATBOX_SMALL_BUTTON_X_SEP 8
#define CHATBOX_TOGGLE_WIDTH 120
#define CHATBOX_TOGGLE_HEIGHT 12
#define CHATBOX_Y_GAP 10
#define CHATBOX_SLIDER_GAP 5
#define CHATBOX_INPUT_HEIGHT 20
#define CHATBOX_FONT_COLOR 73
#define CHATBOX_FONT_TITLE FONT14ARIAL
#define CHATBOX_FONT_TOGGLE FONT10ARIAL
// old mouse x and y positions
extern SGPPoint pOldMousePosition;
SGPRect ChatBoxRestrictedCursorRegion;
// if the cursor was locked to a region
extern BOOLEAN fCursorLockedToArea;
BOOLEAN gfInChatBox = FALSE;
//extern BOOLEAN fMapExitDueToMessageBox;
extern BOOLEAN fInMapMode;
extern BOOLEAN gfOverheadMapDirty;
//OJW - 20090208
CHAR16 gszChatBoxInputString[255];
BOOLEAN gbChatSendToAll = true;
void OKChatBoxCallback(GUI_BUTTON *btn, INT32 reason );
void CancelChatBoxCallback(GUI_BUTTON *btn, INT32 reason );
void ChatBoxClickCallback( MOUSE_REGION * pRegion, INT32 iReason );
UINT32 ExitChatBox( INT8 ubExitCode );
UINT16 GetChatBoxButtonWidth( INT32 iButtonImage );
extern SGPRect gOldCursorLimitRectangle;
MESSAGE_BOX_STRUCT gChatBox;
BOOLEAN gfNewChatBox = FALSE;
extern BOOLEAN gfStartedFromGameScreen;
extern BOOLEAN gfStartedFromMapScreen;
BOOLEAN fRestoreBackgroundForChatBox = FALSE;
extern BOOLEAN gfDontOverRideSaveBuffer; //this variable can be unset if ur in a non gamescreen and DONT want the msg box to use the save buffer
extern void HandleTacticalUILoseCursorFromOtherScreen( );
extern STR16 pUpdatePanelButtons[];
#define NUM_CHAT_TOGGLES 2
INT32 guiChatToggles[ NUM_CHAT_TOGGLES ];
void BtnChatTogglesCallback(GUI_BUTTON *btn,INT32 reason);
void RestoreChatToggleBackGrounds();
bool gIncludeChatLog = false;
SGPRect gChatTextBoxRegion;
// OPTIONAL CHAT MESSAGE LOG SETUP
SGPRect gChatMessageLogRegion;
UINT32 guiCHATLOGIMG; // Images for chat message log
// button enums
enum{
CHAT_SCROLL_MESSAGE_UP =0,
CHAT_SCROLL_MESSAGE_DOWN,
};
UINT32 guiChatSliderBar;
UINT16 CHATLOG_SCROLL_AREA_START_Y; //(SCREEN_HEIGHT - 90) //390
UINT16 CHATLOG_SCROLL_AREA_END_Y; //(SCREEN_HEIGHT - 32) //448
UINT16 CHATLOG_SCROLL_AREA_HEIGHT; //( CHATLOG_SCROLL_AREA_END_Y - CHATLOG_SCROLL_AREA_START_Y + 1 )
// CHRISL: Use these if we want scroll bar based on left edge of screen
UINT16 CHATLOG_SCROLL_AREA_START_X; //330
UINT16 CHATLOG_SCROLL_AREA_END_X; //344
UINT16 CHATLOG_SCROLL_AREA_WIDTH; //( CHATLOG_SCROLL_AREA_END_X - CHATLOG_SCROLL_AREA_START_X + 1 )
#define CHATLOG_BTN_SCROLL_TIME 100
#define CHAT_SLIDER_HEIGHT 11
#define CHAT_SLIDER_WIDTH 11
#define MAX_CHATLOG_MESSAGES 8
UINT16 CHAT_SLIDER_BAR_RANGE;
// buttons
UINT32 guiChatLogScrollButtons[ 2 ];
// buttons images
UINT32 guiChatLogScrollButtonsImage[ 2 ];
// mouse regions
MOUSE_REGION gChatLogScrollBarRegion;
void LoadChatLogSliderBar( void );
void DeleteChatLogSliderBar( void );
void DisplayChatLogScrollBarSlider( );
void CreateChatLogMessageScrollBarRegion( void );
void DeleteChatLogMessageScrollRegion( void );
void ChatScreenMsgScrollDown( UINT8 ubLinesDown );
void ChatScreenMsgScrollUp( UINT8 ubLinesUp );
void ChangeCurrentChatScreenMessageIndex( UINT8 ubNewMessageIndex );
void MoveToEndOfChatScreenMessageList( void );
void BtnMessageDownChatLogCallback( GUI_BUTTON *btn,INT32 reason );
void BtnMessageUpChatLogCallback( GUI_BUTTON *btn,INT32 reason );
void ChatScreenMessageScrollBarCallBack(MOUSE_REGION * pRegion, INT32 iReason );
void EnableDisableChatLogScrollButtonsAndRegions( void );
// the local logical message index
UINT8 gubFirstChatLogMessageIndex = 0;
// Chat Log Messages List
UINT8 gubStartOfChatLogMessageList = 0; // Front of the Message Queue
UINT8 gubEndOfChatLogMessageList = 0; // End of the Message Queue
UINT8 gubCurrentChatLogMessageString = 0; // // index of the current string we are looking at
static ScrollStringStPtr gChatLogMessageList[ 256 ]; // The message Queue
void InitChatMessageList( void );
void FreeChatMessageList( void );
void DisplayStringsInChatLogMessageList( void );
void AddStringToChatLogMessageList( STR16 pString, UINT16 usColor, UINT32 uiFont, BOOLEAN fStartOfNewString, UINT8 ubPriority );
UINT8 GetRangeOfChatLogMessages( void );
void ClearWrappedStringsCHAT( WRAPPED_STRING *pStringWrapperHead );
#define CHAT_LINE_WIDTH 292
#define CHAT_MESSAGE_FONT TINYFONT1
INT32 DoChatBox( bool bIncludeChatLog, const STR16 zString, UINT32 uiExitScreen, MSGBOX_CALLBACK ReturnCallback, SGPRect *pCenteringRect )
{
VSURFACE_DESC vs_desc;
UINT16 usTextBoxWidth;
UINT16 usTextBoxHeight;
UINT16 usYMargin;
SGPRect aRect;
UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
UINT8 *pDestBuf, *pSrcBuf;
INT16 sButtonX, sButtonY;
UINT8 ubMercBoxBackground = BASIC_MERC_POPUP_BACKGROUND, ubMercBoxBorder = BASIC_MERC_POPUP_BORDER;
UINT8 ubFontColor, ubFontShadowColor;
UINT16 usCursor;
INT32 iId = -1;
// clear the ouput string
memset(gszChatBoxInputString,0,sizeof(CHAR16)*255);
gIncludeChatLog = bIncludeChatLog;
GetMousePos( &pOldMousePosition );
if (bIncludeChatLog)
usYMargin = CHATBOX_Y_MARGIN_LOG;
else
usYMargin = CHATBOX_Y_MARGIN_NOLOG;
//this variable can be unset if ur in a non gamescreen and DONT want the msg box to use the save buffer
gfDontOverRideSaveBuffer = TRUE;
SetCurrentCursorFromDatabase( CURSOR_NORMAL );
if( gChatBox.BackRegion.uiFlags & MSYS_REGION_EXISTS )
{
return( 0 );
}
// set style
ubMercBoxBackground = DIALOG_MERC_POPUP_BACKGROUND;
ubMercBoxBorder = DIALOG_MERC_POPUP_BORDER;
// Add button images
gChatBox.iButtonImages = LoadButtonImage( "INTERFACE\\popupbuttons.sti", -1,0,-1,1,-1 );
ubFontColor = CHATBOX_FONT_COLOR;
ubFontShadowColor = DEFAULT_SHADOW;
usCursor = CURSOR_NORMAL;
// Use default!
aRect.iTop = 0;
aRect.iLeft = 0;
aRect.iBottom = SCREEN_HEIGHT;
aRect.iRight = SCREEN_WIDTH;
// Set some values!
//gChatBox.usFlags = usFlags;
gChatBox.uiExitScreen = uiExitScreen;
gChatBox.ExitCallback = ReturnCallback;
gChatBox.fRenderBox = TRUE;
gChatBox.bHandled = 0;
// Init message box
if (bIncludeChatLog)
// we need a string just long enough to give 1 line, but max length of the box, we render the chatlog over this string so well never see it. DONT DELETE ANY SPACES
gChatBox.iBoxId = PrepareMercPopupBox( iId, ubMercBoxBackground, ubMercBoxBorder, L"A string that will be hidden, ", CHATBOX_WIDTH, CHATBOX_X_MARGIN, usYMargin, CHATBOX_Y_MARGIN_BOTTOM, &usTextBoxWidth, &usTextBoxHeight );
else
gChatBox.iBoxId = PrepareMercPopupBox( iId, ubMercBoxBackground, ubMercBoxBorder, zString, CHATBOX_WIDTH, CHATBOX_X_MARGIN, usYMargin, CHATBOX_Y_MARGIN_BOTTOM, &usTextBoxWidth, &usTextBoxHeight );
if( gChatBox.iBoxId == -1 )
{
#ifdef JA2BETAVERSION
AssertMsg( 0, "Failed in DoMessageBox(). Probable reason is because the string was too large to fit in max message box size." );
#endif
return 0;
}
// Save height,width
gChatBox.usWidth = usTextBoxWidth;
gChatBox.usHeight = usTextBoxHeight;
// Determine position ( centered in rect )
gChatBox.sX = (INT16)( ( ( ( aRect.iRight - aRect.iLeft ) - usTextBoxWidth ) / 2 ) + aRect.iLeft );
gChatBox.sY = (INT16)( ( ( ( aRect.iBottom - aRect.iTop ) - usTextBoxHeight ) / 2 ) + aRect.iTop );
if ( guiCurrentScreen == GAME_SCREEN )
{
gfStartedFromGameScreen = TRUE;
}
if ( (fInMapMode == TRUE ) )
{
// fMapExitDueToMessageBox = TRUE;
gfStartedFromMapScreen = TRUE;
fMapPanelDirty = TRUE;
}
// Set pending screen
SetPendingNewScreen( MP_CHAT_SCREEN);
// Init save buffer
vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE;
vs_desc.usWidth = usTextBoxWidth;
vs_desc.usHeight = usTextBoxHeight;
vs_desc.ubBitDepth = 16;
if( AddVideoSurface( &vs_desc, &gChatBox.uiSaveBuffer) == FALSE )
{
return( - 1 );
}
//Save what we have under here...
pDestBuf = LockVideoSurface( gChatBox.uiSaveBuffer, &uiDestPitchBYTES);
pSrcBuf = LockVideoSurface( FRAME_BUFFER, &uiSrcPitchBYTES);
Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
0 , 0,
gChatBox.sX , gChatBox.sY,
usTextBoxWidth, usTextBoxHeight );
UnLockVideoSurface( gChatBox.uiSaveBuffer );
UnLockVideoSurface( FRAME_BUFFER );
// Create top-level mouse region
MSYS_DefineRegion( &(gChatBox.BackRegion), 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST,
usCursor, MSYS_NO_CALLBACK, ChatBoxClickCallback );
// Add region
MSYS_AddRegion(&(gChatBox.BackRegion) );
// findout if cursor locked, if so, store old params and store, restore when done
if( IsCursorRestricted() )
{
fCursorLockedToArea = TRUE;
GetRestrictedClipCursor( &ChatBoxRestrictedCursorRegion );
FreeMouseCursor( );
}
// vars for positioning controls on the chatbox
int usPosX = 0;
int usPosY = gChatBox.sY + GetFontHeight(CHATBOX_FONT_TITLE) + CHATBOX_Y_GAP + 5;
if (bIncludeChatLog)
{
// CREATE BUTTONS AND IMAGES FOR CHATLOG
VOBJECT_DESC VObjectDesc;
// will create buttons for interface bottom
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP( "INTERFACE\\mpchatbox.sti", VObjectDesc.ImageFile );
if( !AddVideoObject( &VObjectDesc, &guiCHATLOGIMG ) )
Assert( false );
gChatMessageLogRegion.iTop = usPosY;
gChatMessageLogRegion.iLeft = gChatBox.sX + (CHATBOX_X_MARGIN / 2);
gChatMessageLogRegion.iBottom = usPosY + CHATBOX_LOG_HEIGHT;
gChatMessageLogRegion.iRight = gChatMessageLogRegion.iLeft + CHATBOX_LOG_WIDTH;
// SETUP SCROLLING AREA BOUNDS
CHATLOG_SCROLL_AREA_START_Y = gChatMessageLogRegion.iTop+20;
CHATLOG_SCROLL_AREA_END_Y = gChatMessageLogRegion.iBottom-20;
CHATLOG_SCROLL_AREA_HEIGHT = ( CHATLOG_SCROLL_AREA_END_Y - CHATLOG_SCROLL_AREA_START_Y + 1 );
CHATLOG_SCROLL_AREA_START_X = gChatMessageLogRegion.iRight + CHATBOX_SLIDER_GAP + 1;
CHATLOG_SCROLL_AREA_END_X = gChatMessageLogRegion.iRight + CHATBOX_SLIDER_GAP + 1 + CHAT_SLIDER_WIDTH;
CHATLOG_SCROLL_AREA_WIDTH = ( CHATLOG_SCROLL_AREA_END_X - CHATLOG_SCROLL_AREA_START_X + 1 );
CHAT_SLIDER_BAR_RANGE = ( CHATLOG_SCROLL_AREA_HEIGHT - CHAT_SLIDER_HEIGHT );
LoadChatLogSliderBar();
// Load Scroll button images
guiChatLogScrollButtonsImage[ CHAT_SCROLL_MESSAGE_UP ]= LoadButtonImage( "INTERFACE\\map_screen_bottom_arrows.sti" ,11,4,-1,6,-1 );
guiChatLogScrollButtonsImage[ CHAT_SCROLL_MESSAGE_DOWN ]= LoadButtonImage( "INTERFACE\\map_screen_bottom_arrows.sti" ,12,5,-1,7,-1 );
// Create buttons
guiChatLogScrollButtons[ CHAT_SCROLL_MESSAGE_UP ] = QuickCreateButton( guiChatLogScrollButtonsImage[ CHAT_SCROLL_MESSAGE_UP ], gChatMessageLogRegion.iRight + CHATBOX_SLIDER_GAP + 2 , gChatMessageLogRegion.iTop + 1 ,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnMessageUpChatLogCallback);
guiChatLogScrollButtons[ CHAT_SCROLL_MESSAGE_DOWN ] = QuickCreateButton( guiChatLogScrollButtonsImage[ CHAT_SCROLL_MESSAGE_DOWN ], gChatMessageLogRegion.iRight + CHATBOX_SLIDER_GAP + 2, gChatMessageLogRegion.iBottom - 16,
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)BtnMessageDownChatLogCallback);
usPosY = gChatBox.sY + CHATBOX_Y_MARGIN_LOG + (CHATBOX_Y_GAP * 2) + GetFontHeight(FONT12ARIAL) + 5;
// END CREATE CHATLOG
}
else
usPosY = gChatBox.sY + CHATBOX_Y_MARGIN_NOLOG + (CHATBOX_Y_GAP * 2) + GetFontHeight(FONT12ARIAL);
// get the middle of the box
UINT16 middleBox = ( usTextBoxWidth / 2 );
// CREATE SEND TO ALLIES / ALL TOGGLES
// send to all
int toggleWidth = 32 + StringPixLength( gzMPChatToggleText[ 0 ], CHATBOX_FONT_TOGGLE );
usPosX = gChatBox.sX + ((middleBox - toggleWidth)/2);
guiChatToggles[ 0 ] = CreateCheckBoxButton( usPosX, usPosY,
"INTERFACE\\OptionsCheckBoxes_12x12.sti", MSYS_PRIORITY_HIGHEST,
BtnChatTogglesCallback );
MSYS_SetBtnUserData( guiChatToggles[ 0 ], 0, 0 );
// send to allies
toggleWidth = 32 + StringPixLength( gzMPChatToggleText[ 1 ], CHATBOX_FONT_TOGGLE );
usPosX = gChatBox.sX + middleBox + ((middleBox - toggleWidth)/2);
guiChatToggles[ 1 ] = CreateCheckBoxButton( usPosX, usPosY,
"INTERFACE\\OptionsCheckBoxes_12x12.sti", MSYS_PRIORITY_HIGHEST,
BtnChatTogglesCallback );
MSYS_SetBtnUserData( guiChatToggles[ 1 ], 0, 1 );
usPosY += CHATBOX_TOGGLE_HEIGHT + CHATBOX_Y_GAP;
// SET DEFAULT FLAGGED
if (gbChatSendToAll)
ButtonList[ guiChatToggles[ 0 ] ]->uiFlags |= BUTTON_CLICKED_ON;
else
ButtonList[ guiChatToggles[ 1 ] ]->uiFlags |= BUTTON_CLICKED_ON;
// END CREATE TOGGLES
// CREATE TEXT INPUT BOX
InitTextInputMode(); // API call to initialise text input mode for this screen
// does not mean we are inputting text right away
// Player Name field
SetTextInputCursor( CUROSR_IBEAM_WHITE );
SetTextInputFont( (UINT16) FONT12ARIALFIXEDWIDTH ); //FONT12ARIAL //FONT12ARIALFIXEDWIDTH
Set16BPPTextFieldColor( Get16BPPColor(FROMRGB( 0, 0, 0) ) );
SetBevelColors( Get16BPPColor(FROMRGB(136, 138, 135)), Get16BPPColor(FROMRGB(24, 61, 81)) );
SetTextInputRegularColors( FONT_WHITE, 2 );
SetTextInputHilitedColors( 2, FONT_WHITE, FONT_WHITE );
SetCursorColor( Get16BPPColor(FROMRGB(255, 255, 255) ) );
usPosX = gChatBox.sX + (CHATBOX_X_MARGIN / 2);
//Add Player Name textbox
AddTextInputField( usPosX ,
usPosY ,
usTextBoxWidth - CHATBOX_X_MARGIN,
20,
MSYS_PRIORITY_HIGH+2,
gszChatBoxInputString,
255,
INPUTTYPE_ASCII );//23
gChatTextBoxRegion.iTop = usPosY;
gChatTextBoxRegion.iLeft = usPosX;
gChatTextBoxRegion.iBottom = usPosY+20;
gChatTextBoxRegion.iRight = usPosX+usTextBoxWidth - CHATBOX_X_MARGIN;
// exit text input mode in this screen and clean up text boxes
SetActiveField( 0 );
usPosY += CHATBOX_INPUT_HEIGHT + CHATBOX_Y_GAP;
// END CREATE TEXT INPUT BOX
// CREATE OK AND CANCEL BUTTONS
// get the button width
UINT16 btnWidth = GetChatBoxButtonWidth( gChatBox.iButtonImages );
// Create OK Button
sButtonX = middleBox + ((middleBox - btnWidth)/2);
sButtonY = usTextBoxHeight - CHATBOX_BUTTON_HEIGHT - 10;
gChatBox.uiOKButton = CreateIconAndTextButton( gChatBox.iButtonImages, pMessageStrings[ MSG_OK ], FONT12ARIAL,
CHATBOX_FONT_COLOR, ubFontShadowColor,
CHATBOX_FONT_COLOR, ubFontShadowColor,
TEXT_CJUSTIFIED,
(INT16)(gChatBox.sX + sButtonX ), (INT16)(gChatBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)OKChatBoxCallback );
SetButtonCursor(gChatBox.uiOKButton, usCursor);
ForceButtonUnDirty( gChatBox.uiOKButton );
// move the mouse over the ok button
if( gGameSettings.fOptions[ TOPTION_DONT_MOVE_MOUSE ] == FALSE )
{
SimulateMouseMovement( ( gChatBox.sX + sButtonX + 27 ), ( gChatBox.sY + sButtonY + 10) );
}
// Create Cancel Button
sButtonX = ((middleBox - btnWidth)/2);
sButtonY = usTextBoxHeight - CHATBOX_BUTTON_HEIGHT - 10;
gChatBox.uiNOButton = CreateIconAndTextButton( gChatBox.iButtonImages, pMessageStrings[ MSG_CANCEL ], FONT10ARIAL,
CHATBOX_FONT_COLOR, ubFontShadowColor,
CHATBOX_FONT_COLOR, ubFontShadowColor,
TEXT_CJUSTIFIED,
(INT16)(gChatBox.sX + sButtonX ), (INT16)(gChatBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)CancelChatBoxCallback );
SetButtonCursor(gChatBox.uiNOButton, usCursor);
ForceButtonUnDirty( gChatBox.uiNOButton );
// END CREATE BUTTONS
#if 0
gChatBox.fWasPaused = GamePaused();
if (!gChatBox.fWasPaused)
{
InterruptTime();
PauseGame();
LockPauseState( 1 );
// Pause timers as well....
PauseTime( TRUE );
}
#endif
// Save mouse restriction region...
GetRestrictedClipCursor( &gOldCursorLimitRectangle );
FreeMouseCursor( );
gfNewChatBox = TRUE;
gfInChatBox = TRUE;
return( iId );
}
UINT32 ExitChatBox( INT8 ubExitCode )
{
UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
UINT8 *pDestBuf, *pSrcBuf;
SGPPoint pPosition;
// Delete popup!
RemoveMercPopupBoxFromIndex( gChatBox.iBoxId );
gChatBox.iBoxId = -1;
// OJW - 20090208 - Add text input box type
// exit text input mode in this screen and clean up text boxes
KillAllTextInputModes();
RemoveButton( gChatBox.uiOKButton );
RemoveButton( gChatBox.uiNOButton );
// Delete button images
UnloadButtonImage( gChatBox.iButtonImages );
//Remove the toggle buttons
for(int cnt=0; cnt<NUM_CHAT_TOGGLES; cnt++)
{
RemoveButton( guiChatToggles[ cnt ] );
}
// delete graphics and scrolling buttons / slider
if (gIncludeChatLog)
{
RemoveButton( guiChatLogScrollButtons[ 0 ] );
RemoveButton( guiChatLogScrollButtons[ 1 ] );
UnloadButtonImage( guiChatLogScrollButtonsImage[ 0 ] );
UnloadButtonImage( guiChatLogScrollButtonsImage[ 1 ] );
DeleteVideoObjectFromIndex( guiCHATLOGIMG );
DeleteChatLogSliderBar();
}
#if 0
if (!gChatBox.fWasPaused)
{
// Unpause game....
UnLockPauseState();
UnPauseGame();
// UnPause timers as well....
PauseTime( FALSE );
}
#endif
// Restore mouse restriction region...
RestrictMouseCursor( &gOldCursorLimitRectangle );
gfInChatBox = FALSE;
// Call done callback!
if ( gChatBox.ExitCallback != NULL )
{
(*(gChatBox.ExitCallback))( ubExitCode );
}
//if ur in a non gamescreen and DONT want the msg box to use the save buffer, unset gfDontOverRideSaveBuffer in ur callback
if( ( ( gChatBox.uiExitScreen != GAME_SCREEN ) || ( fRestoreBackgroundForMessageBox == TRUE ) ) && gfDontOverRideSaveBuffer )
{
// restore what we have under here...
pSrcBuf = LockVideoSurface( gChatBox.uiSaveBuffer, &uiSrcPitchBYTES);
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES);
Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
gChatBox.sX , gChatBox.sY,
0, 0,
gChatBox.usWidth, gChatBox.usHeight );
UnLockVideoSurface( gChatBox.uiSaveBuffer );
UnLockVideoSurface( FRAME_BUFFER );
InvalidateRegion( gChatBox.sX, gChatBox.sY, (INT16)( gChatBox.sX + gChatBox.usWidth ), (INT16)( gChatBox.sY + gChatBox.usHeight ) );
}
fRestoreBackgroundForMessageBox = FALSE;
gfDontOverRideSaveBuffer = TRUE;
if( fCursorLockedToArea == TRUE )
{
GetMousePos( &pPosition );
if( ( pPosition.iX > ChatBoxRestrictedCursorRegion.iRight ) || ( pPosition.iX > ChatBoxRestrictedCursorRegion.iLeft ) && ( pPosition.iY < ChatBoxRestrictedCursorRegion.iTop ) && ( pPosition.iY > ChatBoxRestrictedCursorRegion.iBottom ) )
{
SimulateMouseMovement( pOldMousePosition.iX , pOldMousePosition.iY );
}
fCursorLockedToArea = FALSE;
RestrictMouseCursor( &ChatBoxRestrictedCursorRegion );
}
// Remove region
MSYS_RemoveRegion(&(gChatBox.BackRegion) );
// Remove save buffer!
DeleteVideoSurfaceFromIndex( gChatBox.uiSaveBuffer );
switch( gChatBox.uiExitScreen )
{
case GAME_SCREEN:
if ( InOverheadMap( ) )
{
gfOverheadMapDirty = TRUE;
}
else
{
SetRenderFlags( RENDER_FLAG_FULL );
}
break;
case MAP_SCREEN:
fMapPanelDirty = TRUE;
break;
}
if ( gfFadeInitialized )
{
SetPendingNewScreen(FADE_SCREEN);
return( FADE_SCREEN );
}
return( gChatBox.uiExitScreen );
}
UINT32 MPChatScreenInit( )
{
InitChatMessageList();
return( TRUE );
}
UINT32 MPChatScreenHandle( )
{
InputAtom InputEvent;
if ( gfNewChatBox )
{
// If in game screen....
if ( ( gfStartedFromGameScreen )||( gfStartedFromMapScreen ) )
{
//UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
//UINT8 *pDestBuf, *pSrcBuf;
if( gfStartedFromGameScreen )
{
HandleTacticalUILoseCursorFromOtherScreen( );
}
else
{
HandleMAPUILoseCursorFromOtherScreen( );
}
gfStartedFromGameScreen = FALSE;
gfStartedFromMapScreen = FALSE;
}
gfNewChatBox = FALSE;
return( MP_CHAT_SCREEN );
}
UnmarkButtonsDirty( );
// Render the box!
if ( gChatBox.fRenderBox )
{
// Render the Background ( this includes the text string)
RenderMercPopUpBoxFromIndex( gChatBox.iBoxId, gChatBox.sX, gChatBox.sY, FRAME_BUFFER );
UINT16 usWidth = StringPixLength( gzMPChatboxText[0], CHATBOX_FONT_TITLE );
int usPosY = 0;
int usPosX = 0;
usPosY = gChatBox.sY + 10;
usPosX = gChatBox.sX + ((gChatBox.usWidth - usWidth) / 2);
DrawTextToScreen( gzMPChatboxText[0], usPosX, usPosY, usWidth, CHATBOX_FONT_TITLE, CHATBOX_FONT_COLOR, DEFAULT_SHADOW, FALSE, CENTER_JUSTIFIED | TEXT_SHADOWED );
// Render the toggle button strings
for(UINT8 cnt=0; cnt<NUM_CHAT_TOGGLES; cnt++)
{
GUI_BUTTON* btn = ButtonList[ guiChatToggles[ cnt ] ];
usPosX = btn->XLoc + 12 + 10;
usPosY = btn->YLoc;
usWidth = StringPixLength( gzMPChatToggleText[ cnt ], CHATBOX_FONT_TOGGLE );
DrawTextToScreen( gzMPChatToggleText[ cnt ], usPosX, usPosY, usWidth, CHATBOX_FONT_TOGGLE, CHATBOX_FONT_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
if (gIncludeChatLog)
{
// draw chatbox
HVOBJECT hHandle;
// get and blt panel
GetVideoObject(&hHandle, guiCHATLOGIMG );
BltVideoObject( FRAME_BUFFER , hHandle, 0, gChatMessageLogRegion.iLeft, gChatMessageLogRegion.iTop, VO_BLT_SRCTRANSPARENCY,NULL );
BltVideoObject( FRAME_BUFFER , hHandle, 1, gChatMessageLogRegion.iRight+CHATBOX_SLIDER_GAP, gChatMessageLogRegion.iTop, VO_BLT_SRCTRANSPARENCY,NULL );
// draw slider
DisplayChatLogScrollBarSlider( );
// draw chat log text
DisplayStringsInChatLogMessageList();
}
}
MarkButtonsDirty();
EnableDisableChatLogScrollButtonsAndRegions();
// Render buttons
RenderButtons( );
// render text boxes
//SaveFontSettings();
SetFontDestBuffer( FRAME_BUFFER, gChatTextBoxRegion.iLeft , gChatTextBoxRegion.iTop , gChatTextBoxRegion.iRight , gChatTextBoxRegion.iBottom, FALSE );
RenderAllTextFields(); // textbox system call
SetFontDestBuffer( FRAME_BUFFER, 0 , 0 , SCREEN_WIDTH , SCREEN_HEIGHT , FALSE );
//RestoreFontSettings();
EndFrameBufferRender( );
// carter, need key shortcuts for clearing up message boxes
// Check for esc
bool bHandled;
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
{
bHandled = false;
if(InputEvent.usEvent == KEY_DOWN )
{
if( ( InputEvent.usParam == ESC ) )
{
// Exit messagebox
gChatBox.bHandled = MSG_BOX_RETURN_NO;
memset(gszChatBoxInputString,0,sizeof(CHAR16)*255);
bHandled = true;
}
if( InputEvent.usParam == ENTER )
{
// retrieve the string from the text box
Get16BitStringFromField( 0, gszChatBoxInputString, 255 ); // these indexes are based on the order created
// Exit messagebox
gChatBox.bHandled = MSG_BOX_RETURN_OK;
bHandled = true;
}
// OJW - 20090403 - add better key control
UINT8 ubDesiredMessageIndex;
UINT8 ubNumMessages;
ubNumMessages = GetRangeOfChatLogMessages();
if ( ubNumMessages > MAX_CHATLOG_MESSAGES )
{
if (InputEvent.usParam == PGUP)
{
//move up a page
ChatScreenMsgScrollUp( MAX_CHATLOG_MESSAGES );
bHandled = true;
}
if (InputEvent.usParam == PGDN)
{
// move down a page
ChatScreenMsgScrollDown( MAX_CHATLOG_MESSAGES );
bHandled = true;
}
if (InputEvent.usParam == HOME)
{
// move to the beginning
ChangeCurrentChatScreenMessageIndex( 0 );
bHandled = true;
}
if (InputEvent.usParam == END)
{
// move to end
ubDesiredMessageIndex = ubNumMessages - MAX_CHATLOG_MESSAGES;
ChangeCurrentChatScreenMessageIndex( ubDesiredMessageIndex );
bHandled = true;
}
}
}
// send to text box
if (!bHandled)
HandleTextInput( &InputEvent );
}
if ( gChatBox.bHandled )
{
SetRenderFlags( RENDER_FLAG_FULL );
return( ExitChatBox( gChatBox.bHandled ) );
}
return( MP_CHAT_SCREEN );
}
UINT32 MPChatScreenShutdown( )
{
FreeChatMessageList();
return( FALSE );
}
UINT16 GetChatBoxButtonWidth( INT32 iButtonImage )
{
return( GetWidthOfButtonPic( (UINT16)iButtonImage, ButtonPictures[iButtonImage].OnNormal ) );
}
void CancelChatBoxCallback(GUI_BUTTON *btn, INT32 reason )
{
static BOOLEAN fLButtonDown = FALSE;
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
fLButtonDown = TRUE;
}
else if( ( reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) && fLButtonDown )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
// OK, exit
gChatBox.bHandled = MSG_BOX_RETURN_NO;
// clear the ouput string
memset(gszChatBoxInputString,0,sizeof(CHAR16)*255);
}
else if ( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
fLButtonDown = FALSE;
}
}
void OKChatBoxCallback(GUI_BUTTON *btn, INT32 reason )
{
static BOOLEAN fLButtonDown = FALSE;
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
fLButtonDown = TRUE;
}
else if( ( reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) && fLButtonDown )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
// OK, exit
gChatBox.bHandled = MSG_BOX_RETURN_OK;
// retrieve the string from the text box
Get16BitStringFromField( 0, gszChatBoxInputString, 255 ); // these indexes are based on the order created
}
else if ( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
fLButtonDown = FALSE;
}
}
void BtnChatTogglesCallback( GUI_BUTTON *btn, INT32 reason )
{
UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 );
if (ubButton == 1 && cGameType != MP_TYPE_TEAMDEATMATCH)
return;
if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if( btn->uiFlags & BUTTON_CLICKED_ON )
{
// disable all buttons in grp
UINT8 cnt;
for( cnt=0; cnt<NUM_CHAT_TOGGLES; cnt++)
{
ButtonList[ guiChatToggles[ cnt ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
}
// reselect the current button
btn->uiFlags |= BUTTON_CLICKED_ON;
gbChatSendToAll = ubButton == 0; // 0 is send to all
}
else
{
// check if any other buttons are checked
UINT8 cnt;
BOOLEAN fAnyChecked=FALSE;
for( cnt=0; cnt<NUM_CHAT_TOGGLES; cnt++)
{
if( ButtonList[ guiChatToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
{
fAnyChecked = TRUE;
}
}
//if none are checked, re check this one
if( !fAnyChecked )
btn->uiFlags |= BUTTON_CLICKED_ON;
}
}
}
void RestoreChatToggleBackGrounds()
{
UINT8 cnt;
//Redraw toggle buttons
for( cnt=0; cnt<NUM_CHAT_TOGGLES; cnt++)
{
GUI_BUTTON* btn = ButtonList[ guiChatToggles[ cnt ] ];
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
void ChatBoxClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
}
// SCROLLING FOR CHAT LOG
void BtnMessageDownChatLogCallback( GUI_BUTTON *btn,INT32 reason )
{
static INT32 iLastRepeatScrollTime = 0;
if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
// redraw region
if( btn->uiFlags & MSYS_HAS_BACKRECT )
{
gChatBox.fRenderBox = TRUE;
}
btn->uiFlags|=(BUTTON_CLICKED_ON);
iLastRepeatScrollTime = 0;
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
// redraw region
if( btn->uiFlags & MSYS_HAS_BACKRECT )
{
gChatBox.fRenderBox = TRUE;
}
// down a line
ChatScreenMsgScrollDown( 1 );
}
}
else if( reason & MSYS_CALLBACK_REASON_LBUTTON_REPEAT )
{
if( GetJA2Clock() - iLastRepeatScrollTime >= CHATLOG_BTN_SCROLL_TIME )
{
// down a line
ChatScreenMsgScrollDown( 1 );
iLastRepeatScrollTime = GetJA2Clock( );
}
}
else if( reason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
{
// redraw region
if( btn->uiFlags & MSYS_HAS_BACKRECT )
{
gChatBox.fRenderBox = TRUE;
}
btn->uiFlags|=(BUTTON_CLICKED_ON);
iLastRepeatScrollTime = 0;
}
else if(reason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
// redraw region
if( btn->uiFlags & MSYS_HAS_BACKRECT )
{
gChatBox.fRenderBox = TRUE;
}
// down a page
ChatScreenMsgScrollDown( MAX_CHATLOG_MESSAGES );
}
}
else if( reason & MSYS_CALLBACK_REASON_RBUTTON_REPEAT )
{
if( GetJA2Clock() - iLastRepeatScrollTime >= CHATLOG_BTN_SCROLL_TIME )
{
// down a page
ChatScreenMsgScrollDown( MAX_CHATLOG_MESSAGES );
iLastRepeatScrollTime = GetJA2Clock( );
}
}
}
void BtnMessageUpChatLogCallback( GUI_BUTTON *btn,INT32 reason )
{
static INT32 iLastRepeatScrollTime = 0;
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
// redraw region
if( btn->Area.uiFlags & MSYS_HAS_BACKRECT )
{
gChatBox.fRenderBox = TRUE;
}
iLastRepeatScrollTime = 0;
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
// redraw region
if( btn->uiFlags & MSYS_HAS_BACKRECT )
{
gChatBox.fRenderBox = TRUE;
}
// up a line
ChatScreenMsgScrollUp( 1 );
}
}
else if( reason & MSYS_CALLBACK_REASON_LBUTTON_REPEAT )
{
if( GetJA2Clock() - iLastRepeatScrollTime >= CHATLOG_BTN_SCROLL_TIME )
{
// up a line
ChatScreenMsgScrollUp( 1 );
iLastRepeatScrollTime = GetJA2Clock( );
}
}
else if( reason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
{
// redraw region
if( btn->uiFlags & MSYS_HAS_BACKRECT )
{
gChatBox.fRenderBox = TRUE;
}
btn->uiFlags|=(BUTTON_CLICKED_ON);
iLastRepeatScrollTime = 0;
}
else if(reason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
// redraw region
if( btn->uiFlags & MSYS_HAS_BACKRECT )
{
gChatBox.fRenderBox = TRUE;
}
// up a page
ChatScreenMsgScrollUp( MAX_CHATLOG_MESSAGES );
}
}
else if( reason & MSYS_CALLBACK_REASON_RBUTTON_REPEAT )
{
if( GetJA2Clock() - iLastRepeatScrollTime >= CHATLOG_BTN_SCROLL_TIME )
{
// up a page
ChatScreenMsgScrollUp( MAX_CHATLOG_MESSAGES );
iLastRepeatScrollTime = GetJA2Clock( );
}
}
}
void EnableDisableChatLogScrollButtonsAndRegions( void )
{
UINT8 ubNumMessages;
ubNumMessages = GetRangeOfChatLogMessages();
// if no scrolling required, or already showing the topmost message
if( ( ubNumMessages <= MAX_CHATLOG_MESSAGES ) || ( gubFirstChatLogMessageIndex == 0 ) )
{
DisableButton( guiChatLogScrollButtons[ CHAT_SCROLL_MESSAGE_UP ] );
ButtonList[ guiChatLogScrollButtons[ CHAT_SCROLL_MESSAGE_UP ] ]->uiFlags &= ~( BUTTON_CLICKED_ON );
}
else
{
EnableButton( guiChatLogScrollButtons[ CHAT_SCROLL_MESSAGE_UP ] );
}
// if no scrolling required, or already showing the last message
if( ( ubNumMessages <= MAX_CHATLOG_MESSAGES ) ||
( ( gubFirstChatLogMessageIndex + MAX_CHATLOG_MESSAGES ) >= ubNumMessages ) )
{
DisableButton( guiChatLogScrollButtons[ CHAT_SCROLL_MESSAGE_DOWN ] );
ButtonList[ guiChatLogScrollButtons[ CHAT_SCROLL_MESSAGE_DOWN ] ]->uiFlags &= ~( BUTTON_CLICKED_ON );
}
else
{
EnableButton( guiChatLogScrollButtons[ CHAT_SCROLL_MESSAGE_DOWN ] );
}
if( ubNumMessages <= MAX_CHATLOG_MESSAGES )
{
MSYS_DisableRegion( &gChatLogScrollBarRegion );
}
else
{
MSYS_EnableRegion( &gChatLogScrollBarRegion );
}
if (cGameType==MP_TYPE_TEAMDEATMATCH)
{
// Only enable Allies toggle for team deathmatch
EnableButton( guiChatToggles[1] );
}
else
{
gbChatSendToAll = true;
DisableButton( guiChatToggles[1] );
}
}
void ChatScreenMsgScrollDown( UINT8 ubLinesDown )
{
UINT8 ubNumMessages;
ubNumMessages = GetRangeOfChatLogMessages();
// check if we can go that far, only go as far as we can
if ( ( gubFirstChatLogMessageIndex + MAX_CHATLOG_MESSAGES + ubLinesDown ) > ubNumMessages )
{
ubLinesDown = ubNumMessages - gubFirstChatLogMessageIndex - min( ubNumMessages, MAX_CHATLOG_MESSAGES );
}
if ( ubLinesDown > 0 )
{
ChangeCurrentChatScreenMessageIndex( ( UINT8 ) ( gubFirstChatLogMessageIndex + ubLinesDown ) );
}
}
void ChatScreenMsgScrollUp( UINT8 ubLinesUp )
{
UINT8 ubNumMessages;
ubNumMessages = GetRangeOfChatLogMessages();
// check if we can go that far, only go as far as we can
if ( gubFirstChatLogMessageIndex < ubLinesUp )
{
ubLinesUp = gubFirstChatLogMessageIndex;
}
if ( ubLinesUp > 0 )
{
ChangeCurrentChatScreenMessageIndex( ( UINT8 ) ( gubFirstChatLogMessageIndex - ubLinesUp ) );
}
}
void MoveToEndOfChatScreenMessageList( void )
{
UINT8 ubDesiredMessageIndex;
UINT8 ubNumMessages;
ubNumMessages = GetRangeOfChatLogMessages();
ubDesiredMessageIndex = ubNumMessages - min( ubNumMessages, MAX_CHATLOG_MESSAGES );
ChangeCurrentChatScreenMessageIndex( ubDesiredMessageIndex );
}
void ChangeCurrentChatScreenMessageIndex( UINT8 ubNewMessageIndex )
{
Assert( ubNewMessageIndex + MAX_CHATLOG_MESSAGES <= max( MAX_CHATLOG_MESSAGES, GetRangeOfChatLogMessages() ) );
gubFirstChatLogMessageIndex = ubNewMessageIndex;
gubCurrentChatLogMessageString = ( gubStartOfChatLogMessageList + gubFirstChatLogMessageIndex ) % 256;
// set fact we just went to a new message
// gfNewScrollMessage = TRUE;
// refresh screen
gChatBox.fRenderBox = TRUE;
}
void LoadChatLogSliderBar( void )
{
// this function will load the message slider bar
VOBJECT_DESC VObjectDesc;
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP( "INTERFACE\\map_screen_bottom_arrows.sti", VObjectDesc.ImageFile );
if( !AddVideoObject( &VObjectDesc, &guiChatSliderBar ) )
Assert(false);
CreateChatLogMessageScrollBarRegion();
}
void DeleteChatLogSliderBar( void )
{
// this function will delete message slider bar
DeleteVideoObjectFromIndex( guiChatSliderBar );
DeleteChatLogMessageScrollRegion();
}
void CreateChatLogMessageScrollBarRegion( void )
{
MSYS_DefineRegion( &gChatLogScrollBarRegion, CHATLOG_SCROLL_AREA_START_X, CHATLOG_SCROLL_AREA_START_Y,
CHATLOG_SCROLL_AREA_END_X, CHATLOG_SCROLL_AREA_END_Y,
MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ChatScreenMessageScrollBarCallBack );
}
void DeleteChatLogMessageScrollRegion( void )
{
MSYS_RemoveRegion( &gChatLogScrollBarRegion );
}
void ChatScreenMessageScrollBarCallBack( MOUSE_REGION *pRegion, INT32 iReason )
{
POINT MousePos;
UINT8 ubMouseYOffset;
UINT8 ubDesiredSliderOffset;
UINT8 ubDesiredMessageIndex;
UINT8 ubNumMessages;
if (iReason & MSYS_CALLBACK_REASON_INIT)
{
return;
}
if ( iReason & ( MSYS_CALLBACK_REASON_LBUTTON_DWN | MSYS_CALLBACK_REASON_LBUTTON_REPEAT ) )
{
// how many messages are there?
ubNumMessages = GetRangeOfChatLogMessages();
// region is supposed to be disabled if there aren't enough messages to scroll. Formulas assume this
if ( ubNumMessages > MAX_CHATLOG_MESSAGES )
{
// where is the mouse?
GetCursorPos( &MousePos );
ScreenToClient(ghWindow, &MousePos); // In window coords!
ubMouseYOffset = (UINT8) MousePos.y - CHATLOG_SCROLL_AREA_START_Y;
// if clicking in the top 5 pixels of the slider bar
if ( ubMouseYOffset < ( CHAT_SLIDER_HEIGHT / 2 ) )
{
// scroll all the way to the top
ubDesiredMessageIndex = 0;
}
// if clicking in the bottom 6 pixels of the slider bar
else if ( ubMouseYOffset >= ( CHATLOG_SCROLL_AREA_HEIGHT - ( CHAT_SLIDER_HEIGHT / 2 ) ) )
{
// scroll all the way to the bottom
ubDesiredMessageIndex = ubNumMessages - MAX_CHATLOG_MESSAGES;
}
else
{
// somewhere in between
ubDesiredSliderOffset = ubMouseYOffset - ( CHAT_SLIDER_HEIGHT / 2 );
Assert( ubDesiredSliderOffset <= CHAT_SLIDER_BAR_RANGE );
// calculate what the index should be to place the slider at this offset (round fractions of .5+ up)
ubDesiredMessageIndex = ( ( ubDesiredSliderOffset * ( ubNumMessages - MAX_CHATLOG_MESSAGES ) ) + ( CHAT_SLIDER_BAR_RANGE / 2 ) ) / CHAT_SLIDER_BAR_RANGE;
}
// if it's a change
if ( ubDesiredMessageIndex != gubFirstChatLogMessageIndex )
{
ChangeCurrentChatScreenMessageIndex( ubDesiredMessageIndex );
}
}
}
}
void DisplayChatLogScrollBarSlider( )
{
// will display the scroll bar icon
UINT8 ubNumMessages;
UINT8 ubSliderOffset;
HVOBJECT hHandle;
ubNumMessages = GetRangeOfChatLogMessages();
// only show the slider if there are more messages than will fit on screen
if ( ubNumMessages > MAX_CHATLOG_MESSAGES )
{
// calculate where slider should be positioned
ubSliderOffset = ( CHAT_SLIDER_BAR_RANGE * gubFirstChatLogMessageIndex ) / ( ubNumMessages - MAX_CHATLOG_MESSAGES );
GetVideoObject( &hHandle, guiChatSliderBar );
BltVideoObject( FRAME_BUFFER, hHandle, 8, CHATLOG_SCROLL_AREA_START_X + 2, CHATLOG_SCROLL_AREA_START_Y + ubSliderOffset, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
// END MESSAGE SCROLLING
// CHAT MESSAGE ADDING AND PRINTING FUNCTIONS
void ChatLogMessage( UINT16 usColor, UINT8 ubPriority, STR16 pStringA, ... )
{
// this function sets up the string into several single line structures
//ScrollStringStPtr pStringSt;
UINT32 uiFont = CHAT_MESSAGE_FONT;
//STR16pString;
va_list argptr;
CHAR16 DestString[512];
WRAPPED_STRING *pStringWrapper=NULL;
WRAPPED_STRING *pStringWrapperHead=NULL;
BOOLEAN fNewString = FALSE;
UINT16 usLineWidthIfWordIsWiderThenWidth;
/*pStringSt=pStringS;
while(GetNextString(pStringSt))
pStringSt=GetNextString(pStringSt);*/
va_start(argptr, pStringA); // Set up variable argument pointer
vswprintf(DestString, pStringA, argptr); // process gprintf string (get output str)
va_end(argptr);
// send message to tactical screen and map screen
ScreenMsg( usColor, ubPriority, DestString );
pStringWrapperHead=LineWrap(uiFont, CHAT_LINE_WIDTH, &usLineWidthIfWordIsWiderThenWidth, DestString);
pStringWrapper=pStringWrapperHead;
if(!pStringWrapper)
return;
fNewString = TRUE;
while(pStringWrapper->pNextWrappedString!=NULL)
{
AddStringToChatLogMessageList(pStringWrapper->sString, usColor, uiFont, fNewString, ubPriority );
fNewString = FALSE;
pStringWrapper=pStringWrapper->pNextWrappedString;
}
AddStringToChatLogMessageList(pStringWrapper->sString, usColor, uiFont, fNewString, ubPriority );
// clear up list of wrapped strings
ClearWrappedStringsCHAT( pStringWrapperHead );
// play new message beep
//PlayNewMessageSound( );
MoveToEndOfChatScreenMessageList( );
//LeaveMutex(SCROLL_MESSAGE_MUTEX, __LINE__, __FILE__);
}
// add string to the chat log message list
void AddStringToChatLogMessageList( STR16 pString, UINT16 usColor, UINT32 uiFont, BOOLEAN fStartOfNewString, UINT8 ubPriority )
{
ScrollStringStPtr pStringSt = NULL;
pStringSt = (ScrollStringStPtr) MemAlloc(sizeof(ScrollStringSt));
SetString(pStringSt, pString);
SetStringColor(pStringSt, usColor);
pStringSt->uiFont = uiFont;
pStringSt->fBeginningOfNewString = fStartOfNewString;
pStringSt->uiFlags = ubPriority;
pStringSt->iVideoOverlay = -1;
// next/previous are not used, it's strictly a wraparound queue
SetStringNext(pStringSt, NULL);
SetStringPrev(pStringSt, NULL);
// Figure out which queue slot index we're going to use to store this
// If queue isn't full, this is easy, if is is full, we'll re-use the oldest slot
// Must always keep the wraparound in mind, although this is easy enough with a static, fixed-size queue.
// always store the new message at the END index
// check if slot is being used, if so, clear it up
if( gChatLogMessageList[ gubEndOfChatLogMessageList ] != NULL )
{
MemFree( gChatLogMessageList[ gubEndOfChatLogMessageList ]->pString16 );
MemFree( gChatLogMessageList[ gubEndOfChatLogMessageList ] );
}
// store the new message there
gChatLogMessageList[ gubEndOfChatLogMessageList ] = pStringSt;
// increment the end
gubEndOfChatLogMessageList = ( gubEndOfChatLogMessageList + 1 ) % 256;
// if queue is full, end will now match the start
if ( gubEndOfChatLogMessageList == gubStartOfChatLogMessageList )
{
// if that's so, increment the start
gubStartOfChatLogMessageList = ( gubStartOfChatLogMessageList + 1 ) % 256;
}
}
void DisplayStringsInChatLogMessageList( void )
{
UINT8 ubCurrentStringIndex;
UINT8 ubLinesPrinted;
INT16 sX, sY;
UINT16 usSpacing;
// Limit drawing to chat log region only, dont want any overdraw
sX = gChatMessageLogRegion.iLeft + 4;
SetFontDestBuffer( FRAME_BUFFER, sX , gChatMessageLogRegion.iTop + 4, gChatMessageLogRegion.iRight - 4, gChatMessageLogRegion.iBottom - 4, FALSE );
SetFont( CHAT_MESSAGE_FONT ); // no longer supports variable fonts
SetFontBackground( FONT_BLACK );
SetFontShadow( DEFAULT_SHADOW );
ubCurrentStringIndex = gubCurrentChatLogMessageString;
sY = gChatMessageLogRegion.iTop + 4;
usSpacing = GetFontHeight( CHAT_MESSAGE_FONT );
for ( ubLinesPrinted = 0; ubLinesPrinted < MAX_CHATLOG_MESSAGES; ubLinesPrinted++ )
{
// reached the end of the list?
if ( ubCurrentStringIndex == gubEndOfChatLogMessageList )
{
break;
}
// nothing stored there?
if ( gChatLogMessageList[ ubCurrentStringIndex ] == NULL )
{
break;
}
// set font color
SetFontForeground( ( UINT8 )( gChatLogMessageList[ ubCurrentStringIndex ]->usColor ) );
// print this line
mprintf_coded( sX, sY, gChatLogMessageList[ ubCurrentStringIndex ]->pString16 );
sY = sY + usSpacing;
// next message index to print (may wrap around)
ubCurrentStringIndex = ( ubCurrentStringIndex + 1 ) % 256;
}
// reset region to whole screen
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
void InitChatMessageList( void )
{
INT32 iCounter = 0;
for( iCounter = 0; iCounter < 256; iCounter++ )
{
gChatLogMessageList[ iCounter ] = NULL;
}
gubEndOfChatLogMessageList = 0;
gubStartOfChatLogMessageList = 0;
gubCurrentChatLogMessageString = 0;
return;
}
void FreeChatMessageList( void )
{
INT32 iCounter = 0;
for( iCounter = 0; iCounter < 256; iCounter++ )
{
// check if next unit is empty, if not...clear it up
if( gChatLogMessageList[ iCounter ] != NULL )
{
MemFree( gChatLogMessageList[ iCounter ]->pString16 );
MemFree( gChatLogMessageList[ iCounter ] );
}
}
InitChatMessageList( );
return;
}
UINT8 GetRangeOfChatLogMessages( void )
{
UINT8 ubRange = 0;
// NOTE: End is non-inclusive, so start/end 0/0 means no messages, 0/1 means 1 message, etc.
if( gubStartOfChatLogMessageList <= gubEndOfChatLogMessageList )
{
ubRange = gubEndOfChatLogMessageList - gubStartOfChatLogMessageList;
}
else
{
// this should always be 255 now, since this only happens when queue fills up, and we never remove any messages
ubRange = ( gubEndOfChatLogMessageList + 256 ) - gubStartOfChatLogMessageList;
}
return ( ubRange );
}
// helper function to clear a list of wrapped strings
// This same function exists in message.cpp
// copied here because i didnt want to include wordwrap.h in message.h
void ClearWrappedStringsCHAT( WRAPPED_STRING *pStringWrapperHead )
{
WRAPPED_STRING *pNode = pStringWrapperHead;
WRAPPED_STRING *pDeleteNode = NULL;
// clear out a link list of wrapped string structures
// error check, is there a node to delete?
if( pNode == NULL )
{
// leave,
return;
}
do
{
// set delete node as current node
pDeleteNode = pNode;
// set current node as next node
pNode = pNode->pNextWrappedString;
//delete the string
MemFree( pDeleteNode->sString );
pDeleteNode->sString = NULL;
// clear out delete node
MemFree( pDeleteNode );
pDeleteNode = NULL;
} while( pNode );
// MemFree( pNode );
pStringWrapperHead = NULL;
}