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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history log of the development trunk: INFO: There will be no further development in the development source trunk, so is obsolete from now on!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
1358 lines
44 KiB
C++
1358 lines
44 KiB
C++
#ifdef PRECOMPILEDHEADERS
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#include "JA2 All.h"
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#else
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#include "sgp.h"
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#include "screenids.h"
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#include "Timer Control.h"
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#include "sys globals.h"
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#include "fade screen.h"
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#include "sysutil.h"
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#include "vobject_blitters.h"
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#include "MercTextBox.h"
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#include "wcheck.h"
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#include "cursors.h"
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#include "messageboxscreen.h"
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#include "font control.h"
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#include "Game Clock.h"
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#include "Map Screen Interface.h"
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#include "renderworld.h"
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#include "gameloop.h"
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#include "english.h"
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#include "GameSettings.h"
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#include "Interface Control.h"
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#include "cursor control.h"
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#include "laptop.h"
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#include "text.h"
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#include "Text Input.h"
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#include "overhead map.h"
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#endif
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#define MSGBOX_DEFAULT_WIDTH 300
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#define MSGBOX_BUTTON_WIDTH 61
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#define MSGBOX_BUTTON_HEIGHT 20
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#define MSGBOX_BUTTON_X_SEP 15
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#define MSGBOX_SMALL_BUTTON_WIDTH 31
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#define MSGBOX_SMALL_BUTTON_X_SEP 8
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typedef void (*MSGBOX_CALLBACK)( UINT8 bExitValue );
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// old mouse x and y positions
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SGPPoint pOldMousePosition;
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SGPRect MessageBoxRestrictedCursorRegion;
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// if the cursor was locked to a region
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BOOLEAN fCursorLockedToArea = FALSE;
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BOOLEAN gfInMsgBox = FALSE;
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//extern BOOLEAN fMapExitDueToMessageBox;
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extern BOOLEAN fInMapMode;
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extern BOOLEAN gfOverheadMapDirty;
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//OJW - 20090208
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CHAR16 gszMsgBoxInputString[255];
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void OKMsgBoxCallback(GUI_BUTTON *btn, INT32 reason );
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void YESMsgBoxCallback(GUI_BUTTON *btn, INT32 reason );
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void ContractMsgBoxCallback(GUI_BUTTON *btn, INT32 reason );
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void LieMsgBoxCallback(GUI_BUTTON *btn, INT32 reason );
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void NOMsgBoxCallback(GUI_BUTTON *btn, INT32 reason );
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void NumberedMsgBoxCallback(GUI_BUTTON *btn, INT32 reason );
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void MsgBoxClickCallback( MOUSE_REGION * pRegion, INT32 iReason );
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UINT32 ExitMsgBox( INT8 ubExitCode );
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UINT16 GetMSgBoxButtonWidth( INT32 iButtonImage );
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SGPRect gOldCursorLimitRectangle;
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MESSAGE_BOX_STRUCT gMsgBox;
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BOOLEAN gfNewMessageBox = FALSE;
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BOOLEAN gfStartedFromGameScreen = FALSE;
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BOOLEAN gfStartedFromMapScreen = FALSE;
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BOOLEAN fRestoreBackgroundForMessageBox = FALSE;
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BOOLEAN gfDontOverRideSaveBuffer = TRUE; //this variable can be unset if ur in a non gamescreen and DONT want the msg box to use the save buffer
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extern void HandleTacticalUILoseCursorFromOtherScreen( );
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extern STR16 pUpdatePanelButtons[];
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CHAR16 gzUserDefinedButton1[ 128 ];
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CHAR16 gzUserDefinedButton2[ 128 ];
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INT32 DoMessageBox( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback, SGPRect *pCenteringRect )
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{
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VSURFACE_DESC vs_desc;
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UINT16 usTextBoxWidth;
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UINT16 usTextBoxHeight;
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SGPRect aRect;
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UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
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UINT8 *pDestBuf, *pSrcBuf;
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INT16 sButtonX, sButtonY, sBlankSpace;
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UINT8 ubMercBoxBackground = BASIC_MERC_POPUP_BACKGROUND, ubMercBoxBorder = BASIC_MERC_POPUP_BORDER;
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UINT8 ubFontColor, ubFontShadowColor;
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UINT16 usCursor;
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INT32 iId = -1;
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GetMousePos( &pOldMousePosition );
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//this variable can be unset if ur in a non gamescreen and DONT want the msg box to use the save buffer
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gfDontOverRideSaveBuffer = TRUE;
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SetCurrentCursorFromDatabase( CURSOR_NORMAL );
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if( gMsgBox.BackRegion.uiFlags & MSYS_REGION_EXISTS )
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{
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return( 0 );
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}
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// Based on style....
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switch( ubStyle )
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{
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//default
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case MSG_BOX_BASIC_STYLE:
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ubMercBoxBackground = DIALOG_MERC_POPUP_BACKGROUND;
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ubMercBoxBorder = DIALOG_MERC_POPUP_BORDER;
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// Add button images
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gMsgBox.iButtonImages = LoadButtonImage( "INTERFACE\\popupbuttons.sti", -1,0,-1,1,-1 );
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ubFontColor = FONT_MCOLOR_WHITE;
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ubFontShadowColor = DEFAULT_SHADOW;
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usCursor = CURSOR_NORMAL;
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break;
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case MSG_BOX_RED_ON_WHITE:
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ubMercBoxBackground = WHITE_MERC_POPUP_BACKGROUND;
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ubMercBoxBorder = RED_MERC_POPUP_BORDER;
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// Add button images
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gMsgBox.iButtonImages = LoadButtonImage( "INTERFACE\\msgboxRedButtons.sti", -1,0,-1,1,-1 );
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ubFontColor = 2;
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ubFontShadowColor = NO_SHADOW;
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usCursor = CURSOR_LAPTOP_SCREEN;
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break;
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case MSG_BOX_BLUE_ON_GREY:
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ubMercBoxBackground = GREY_MERC_POPUP_BACKGROUND;
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ubMercBoxBorder = BLUE_MERC_POPUP_BORDER;
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// Add button images
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gMsgBox.iButtonImages = LoadButtonImage( "INTERFACE\\msgboxGreyButtons.sti", -1,0,-1,1,-1 );
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ubFontColor = 2;
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ubFontShadowColor = FONT_MCOLOR_WHITE;
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usCursor = CURSOR_LAPTOP_SCREEN;
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break;
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case MSG_BOX_IMP_STYLE:
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ubMercBoxBackground = IMP_POPUP_BACKGROUND;
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ubMercBoxBorder = DIALOG_MERC_POPUP_BORDER;
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// Add button images
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gMsgBox.iButtonImages = LoadButtonImage( "INTERFACE\\msgboxGreyButtons.sti", -1,0,-1,1,-1 );
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ubFontColor = 2;
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ubFontShadowColor = FONT_MCOLOR_WHITE;
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usCursor = CURSOR_LAPTOP_SCREEN;
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break;
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case MSG_BOX_BASIC_SMALL_BUTTONS:
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ubMercBoxBackground = DIALOG_MERC_POPUP_BACKGROUND;
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ubMercBoxBorder = DIALOG_MERC_POPUP_BORDER;
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// Add button images
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gMsgBox.iButtonImages = LoadButtonImage( "INTERFACE\\popupbuttons.sti", -1,2,-1,3,-1 );
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ubFontColor = FONT_MCOLOR_WHITE;
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ubFontShadowColor = DEFAULT_SHADOW;
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usCursor = CURSOR_NORMAL;
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break;
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case MSG_BOX_LAPTOP_DEFAULT:
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ubMercBoxBackground = LAPTOP_POPUP_BACKGROUND;
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ubMercBoxBorder = LAPTOP_POP_BORDER;
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// Add button images
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gMsgBox.iButtonImages = LoadButtonImage( "INTERFACE\\popupbuttons.sti", -1,0,-1,1,-1 );
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ubFontColor = FONT_MCOLOR_WHITE;
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ubFontShadowColor = DEFAULT_SHADOW;
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usCursor = CURSOR_LAPTOP_SCREEN;
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break;
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default:
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ubMercBoxBackground = BASIC_MERC_POPUP_BACKGROUND;
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ubMercBoxBorder = BASIC_MERC_POPUP_BORDER;
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// Add button images
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gMsgBox.iButtonImages = LoadButtonImage( "INTERFACE\\msgboxbuttons.sti", -1,0,-1,1,-1 );
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ubFontColor = FONT_MCOLOR_WHITE;
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ubFontShadowColor = DEFAULT_SHADOW;
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usCursor = CURSOR_NORMAL;
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break;
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}
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if ( usFlags & MSG_BOX_FLAG_USE_CENTERING_RECT && pCenteringRect != NULL )
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{
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aRect.iTop = pCenteringRect->iTop;
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aRect.iLeft = pCenteringRect->iLeft;
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aRect.iBottom = pCenteringRect->iBottom;
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aRect.iRight = pCenteringRect->iRight;
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}
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else
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{
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// Use default!
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aRect.iTop = 0;
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aRect.iLeft = 0;
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aRect.iBottom = SCREEN_HEIGHT;
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aRect.iRight = SCREEN_WIDTH;
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}
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// Set some values!
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gMsgBox.usFlags = usFlags;
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gMsgBox.uiExitScreen = uiExitScreen;
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gMsgBox.ExitCallback = ReturnCallback;
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gMsgBox.fRenderBox = TRUE;
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gMsgBox.bHandled = 0;
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// Init message box
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gMsgBox.iBoxId = PrepareMercPopupBox( iId, ubMercBoxBackground, ubMercBoxBorder, zString, MSGBOX_DEFAULT_WIDTH, 40, 10, 30, &usTextBoxWidth, &usTextBoxHeight );
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if( gMsgBox.iBoxId == -1 )
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{
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#ifdef JA2BETAVERSION
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AssertMsg( 0, "Failed in DoMessageBox(). Probable reason is because the string was too large to fit in max message box size." );
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#endif
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return 0;
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}
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// Save height,width
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gMsgBox.usWidth = usTextBoxWidth;
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gMsgBox.usHeight = usTextBoxHeight;
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// Determine position ( centered in rect )
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gMsgBox.sX = (INT16)( ( ( ( aRect.iRight - aRect.iLeft ) - usTextBoxWidth ) / 2 ) + aRect.iLeft );
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gMsgBox.sY = (INT16)( ( ( ( aRect.iBottom - aRect.iTop ) - usTextBoxHeight ) / 2 ) + aRect.iTop );
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if ( guiCurrentScreen == GAME_SCREEN )
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{
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gfStartedFromGameScreen = TRUE;
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}
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if ( (fInMapMode == TRUE ) )
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{
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// fMapExitDueToMessageBox = TRUE;
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gfStartedFromMapScreen = TRUE;
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fMapPanelDirty = TRUE;
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}
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// Set pending screen
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SetPendingNewScreen( MSG_BOX_SCREEN);
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// Init save buffer
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vs_desc.fCreateFlags = VSURFACE_CREATE_DEFAULT | VSURFACE_SYSTEM_MEM_USAGE;
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vs_desc.usWidth = usTextBoxWidth;
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vs_desc.usHeight = usTextBoxHeight;
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vs_desc.ubBitDepth = 16;
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if( AddVideoSurface( &vs_desc, &gMsgBox.uiSaveBuffer) == FALSE )
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{
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return( - 1 );
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}
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//Save what we have under here...
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pDestBuf = LockVideoSurface( gMsgBox.uiSaveBuffer, &uiDestPitchBYTES);
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pSrcBuf = LockVideoSurface( FRAME_BUFFER, &uiSrcPitchBYTES);
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Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
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(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
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0 , 0,
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gMsgBox.sX , gMsgBox.sY,
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usTextBoxWidth, usTextBoxHeight );
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UnLockVideoSurface( gMsgBox.uiSaveBuffer );
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UnLockVideoSurface( FRAME_BUFFER );
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// Create top-level mouse region
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MSYS_DefineRegion( &(gMsgBox.BackRegion), 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_HIGHEST,
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usCursor, MSYS_NO_CALLBACK, MsgBoxClickCallback );
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if( gGameSettings.fOptions[ TOPTION_DONT_MOVE_MOUSE ] == FALSE )
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{
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if( usFlags & MSG_BOX_FLAG_OK )
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{
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SimulateMouseMovement( ( gMsgBox.sX + ( usTextBoxWidth / 2 ) + 27 ), ( gMsgBox.sY + ( usTextBoxHeight - 10 ) ) );
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}
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else
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{
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SimulateMouseMovement( gMsgBox.sX + usTextBoxWidth / 2 , gMsgBox.sY + usTextBoxHeight - 4 );
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}
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}
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// Add region
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MSYS_AddRegion(&(gMsgBox.BackRegion) );
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// findout if cursor locked, if so, store old params and store, restore when done
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if( IsCursorRestricted() )
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{
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fCursorLockedToArea = TRUE;
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GetRestrictedClipCursor( &MessageBoxRestrictedCursorRegion );
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FreeMouseCursor( );
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}
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// Create four numbered buttons
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if ( usFlags & MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS )
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{
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// This is exclusive of any other buttons... no ok, no cancel, no nothing
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sBlankSpace = usTextBoxWidth - MSGBOX_SMALL_BUTTON_WIDTH * 4 - MSGBOX_SMALL_BUTTON_X_SEP * 3;
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sButtonX = sBlankSpace / 2;
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sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
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gMsgBox.uiButton[0] = CreateIconAndTextButton( gMsgBox.iButtonImages, L"1", FONT12ARIAL,
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ubFontColor, ubFontShadowColor,
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ubFontColor, ubFontShadowColor,
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TEXT_CJUSTIFIED,
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(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
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DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NumberedMsgBoxCallback );
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MSYS_SetBtnUserData( gMsgBox.uiButton[0], 0, 1);
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SetButtonCursor(gMsgBox.uiButton[0], usCursor);
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sButtonX += MSGBOX_SMALL_BUTTON_WIDTH + MSGBOX_SMALL_BUTTON_X_SEP;
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gMsgBox.uiButton[1] = CreateIconAndTextButton( gMsgBox.iButtonImages, L"2", FONT12ARIAL,
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ubFontColor, ubFontShadowColor,
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ubFontColor, ubFontShadowColor,
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TEXT_CJUSTIFIED,
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(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
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DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NumberedMsgBoxCallback );
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MSYS_SetBtnUserData( gMsgBox.uiButton[1], 0, 2);
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SetButtonCursor(gMsgBox.uiButton[1], usCursor);
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sButtonX += MSGBOX_SMALL_BUTTON_WIDTH + MSGBOX_SMALL_BUTTON_X_SEP;
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gMsgBox.uiButton[2] = CreateIconAndTextButton( gMsgBox.iButtonImages, L"3", FONT12ARIAL,
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ubFontColor, ubFontShadowColor,
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ubFontColor, ubFontShadowColor,
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TEXT_CJUSTIFIED,
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(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
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DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NumberedMsgBoxCallback );
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MSYS_SetBtnUserData( gMsgBox.uiButton[2], 0, 3);
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SetButtonCursor(gMsgBox.uiButton[2], usCursor);
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sButtonX += MSGBOX_SMALL_BUTTON_WIDTH + MSGBOX_SMALL_BUTTON_X_SEP;
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gMsgBox.uiButton[3] = CreateIconAndTextButton( gMsgBox.iButtonImages, L"4", FONT12ARIAL,
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ubFontColor, ubFontShadowColor,
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ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NumberedMsgBoxCallback );
|
|
MSYS_SetBtnUserData( gMsgBox.uiButton[3], 0, 4);
|
|
SetButtonCursor(gMsgBox.uiButton[3], usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiButton[3] );
|
|
ForceButtonUnDirty( gMsgBox.uiButton[2] );
|
|
ForceButtonUnDirty( gMsgBox.uiButton[1] );
|
|
ForceButtonUnDirty( gMsgBox.uiButton[0] );
|
|
|
|
}
|
|
else if (usFlags & MSG_BOX_FLAG_INPUTBOX)
|
|
{
|
|
// Initialise Text Boxes
|
|
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) ) );
|
|
|
|
int ibx = gMsgBox.sX + 10;
|
|
int iby = gMsgBox.sY +(usTextBoxHeight - 20 - 10);
|
|
//Add Player Name textbox
|
|
AddTextInputField( ibx,
|
|
iby,
|
|
usTextBoxWidth - 20,
|
|
20,
|
|
MSYS_PRIORITY_HIGH+2,
|
|
gszMsgBoxInputString,
|
|
255,
|
|
INPUTTYPE_ASCII );//23
|
|
|
|
// exit text input mode in this screen and clean up text boxes
|
|
SetActiveField( 0 );
|
|
|
|
// initialise the chat toggle boxes
|
|
/*int usPosY = gMsgBox.sY + (usTextBoxHeight - 45);
|
|
int usPosX = gMsgBox.sX + (usTextBoxWidth / 3);
|
|
|
|
guiChatToggles[ 0 ] = CreateCheckBoxButton( usPosX, usPosY,
|
|
"INTERFACE\\OptionsCheckBoxes_12x12.sti", MSYS_PRIORITY_HIGH+10,
|
|
BtnChatTogglesCallback );
|
|
MSYS_SetBtnUserData( guiOptionsToggles[ 0 ], 0, 0 );
|
|
|
|
guiChatToggles[ 1 ] = CreateCheckBoxButton( usPosX, usPosY,
|
|
"INTERFACE\\OptionsCheckBoxes_12x12.sti", MSYS_PRIORITY_HIGH+10,
|
|
BtnChatTogglesCallback );
|
|
MSYS_SetBtnUserData( guiOptionsToggles[ 1 ], 0, 1 );*/
|
|
|
|
}
|
|
else
|
|
{
|
|
|
|
// Create text button
|
|
if ( usFlags & MSG_BOX_FLAG_OK )
|
|
{
|
|
|
|
|
|
// sButtonX = ( usTextBoxWidth - MSGBOX_BUTTON_WIDTH ) / 2;
|
|
sButtonX = ( usTextBoxWidth - GetMSgBoxButtonWidth( gMsgBox.iButtonImages ) ) / 2;
|
|
|
|
sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
|
|
|
|
gMsgBox.uiOKButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_OK ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)OKMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiOKButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiOKButton );
|
|
}
|
|
|
|
|
|
|
|
// Create text button
|
|
if ( usFlags & MSG_BOX_FLAG_CANCEL )
|
|
{
|
|
sButtonX = ( usTextBoxWidth - GetMSgBoxButtonWidth( gMsgBox.iButtonImages ) ) / 2;
|
|
sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
|
|
|
|
gMsgBox.uiOKButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_CANCEL ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)OKMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiOKButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiOKButton );
|
|
|
|
}
|
|
|
|
if ( usFlags & MSG_BOX_FLAG_YESNO )
|
|
{
|
|
sButtonX = ( usTextBoxWidth - ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ) / 2;
|
|
sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
|
|
|
|
gMsgBox.uiYESButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_YES ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)YESMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiYESButton, usCursor);
|
|
|
|
ForceButtonUnDirty( gMsgBox.uiYESButton );
|
|
|
|
gMsgBox.uiNOButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_NO ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NOMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiNOButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiNOButton );
|
|
|
|
}
|
|
|
|
if ( usFlags & MSG_BOX_FLAG_CONTINUESTOP )
|
|
{
|
|
sButtonX = ( usTextBoxWidth - ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ) / 2;
|
|
sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
|
|
|
|
gMsgBox.uiYESButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pUpdatePanelButtons[ 0 ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)YESMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiYESButton, usCursor);
|
|
|
|
ForceButtonUnDirty( gMsgBox.uiYESButton );
|
|
|
|
gMsgBox.uiNOButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pUpdatePanelButtons[ 1 ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NOMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiNOButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiNOButton );
|
|
|
|
}
|
|
|
|
if ( usFlags & MSG_BOX_FLAG_OKCONTRACT )
|
|
{
|
|
sButtonX = ( usTextBoxWidth - ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ) / 2;
|
|
sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
|
|
|
|
gMsgBox.uiYESButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_OK ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)OKMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiYESButton, usCursor);
|
|
|
|
ForceButtonUnDirty( gMsgBox.uiYESButton );
|
|
|
|
gMsgBox.uiNOButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_REHIRE ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ContractMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiNOButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiNOButton );
|
|
|
|
}
|
|
|
|
if ( usFlags & MSG_BOX_FLAG_YESNOCONTRACT )
|
|
{
|
|
sButtonX = ( usTextBoxWidth - ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ) / 3;
|
|
sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
|
|
|
|
gMsgBox.uiYESButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_YES ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)YESMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiYESButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiYESButton );
|
|
|
|
|
|
gMsgBox.uiNOButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_NO ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NOMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiNOButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiNOButton );
|
|
|
|
gMsgBox.uiOKButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_REHIRE ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + 2 * ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ContractMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiOKButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiOKButton );
|
|
|
|
}
|
|
|
|
|
|
if ( usFlags & MSG_BOX_FLAG_GENERICCONTRACT )
|
|
{
|
|
sButtonX = ( usTextBoxWidth - ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ) / 3;
|
|
sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
|
|
|
|
gMsgBox.uiYESButton = CreateIconAndTextButton( gMsgBox.iButtonImages, gzUserDefinedButton1, FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)YESMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiYESButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiYESButton );
|
|
|
|
|
|
gMsgBox.uiNOButton = CreateIconAndTextButton( gMsgBox.iButtonImages, gzUserDefinedButton2, FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NOMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiNOButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiNOButton );
|
|
|
|
gMsgBox.uiOKButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_REHIRE ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + 2 * ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ContractMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiOKButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiOKButton );
|
|
|
|
}
|
|
|
|
if ( usFlags & MSG_BOX_FLAG_GENERIC )
|
|
{
|
|
sButtonX = ( usTextBoxWidth - ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ) / 2;
|
|
sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
|
|
|
|
gMsgBox.uiYESButton = CreateIconAndTextButton( gMsgBox.iButtonImages, gzUserDefinedButton1, FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)YESMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiYESButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiYESButton );
|
|
|
|
|
|
gMsgBox.uiNOButton = CreateIconAndTextButton( gMsgBox.iButtonImages, gzUserDefinedButton2, FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NOMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiNOButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
if ( usFlags & MSG_BOX_FLAG_YESNOLIE )
|
|
{
|
|
sButtonX = ( usTextBoxWidth - ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ) / 3;
|
|
sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
|
|
|
|
gMsgBox.uiYESButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_YES ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)YESMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiYESButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiYESButton );
|
|
|
|
|
|
gMsgBox.uiNOButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_NO ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NOMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiNOButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiNOButton );
|
|
|
|
gMsgBox.uiOKButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_LIE ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + 2 * ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)LieMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiOKButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiOKButton );
|
|
|
|
}
|
|
|
|
if ( usFlags & MSG_BOX_FLAG_OKSKIP )
|
|
{
|
|
sButtonX = ( usTextBoxWidth - ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ) / 2;
|
|
sButtonY = usTextBoxHeight - MSGBOX_BUTTON_HEIGHT - 10;
|
|
|
|
gMsgBox.uiYESButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_OK ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)YESMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiYESButton, usCursor);
|
|
|
|
ForceButtonUnDirty( gMsgBox.uiYESButton );
|
|
|
|
gMsgBox.uiNOButton = CreateIconAndTextButton( gMsgBox.iButtonImages, pMessageStrings[ MSG_SKIP ], FONT12ARIAL,
|
|
ubFontColor, ubFontShadowColor,
|
|
ubFontColor, ubFontShadowColor,
|
|
TEXT_CJUSTIFIED,
|
|
(INT16)(gMsgBox.sX + sButtonX + ( MSGBOX_BUTTON_WIDTH + MSGBOX_BUTTON_X_SEP ) ), (INT16)(gMsgBox.sY + sButtonY ), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
|
|
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)NOMsgBoxCallback );
|
|
SetButtonCursor(gMsgBox.uiNOButton, usCursor);
|
|
ForceButtonUnDirty( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
}
|
|
|
|
#if 0
|
|
gMsgBox.fWasPaused = GamePaused();
|
|
if (!gMsgBox.fWasPaused)
|
|
{
|
|
InterruptTime();
|
|
PauseGame();
|
|
LockPauseState( 1 );
|
|
// Pause timers as well....
|
|
PauseTime( TRUE );
|
|
}
|
|
#endif
|
|
|
|
// Save mouse restriction region...
|
|
GetRestrictedClipCursor( &gOldCursorLimitRectangle );
|
|
FreeMouseCursor( );
|
|
|
|
gfNewMessageBox = TRUE;
|
|
|
|
gfInMsgBox = TRUE;
|
|
|
|
return( iId );
|
|
}
|
|
|
|
|
|
void MsgBoxClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
|
|
{
|
|
///if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
|
|
//{
|
|
// gMsgBox.bHandled = MSG_BOX_RETURN_NO;
|
|
//}
|
|
//
|
|
}
|
|
|
|
void OKMsgBoxCallback(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
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_OK;
|
|
}
|
|
else if ( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
|
|
{
|
|
fLButtonDown = FALSE;
|
|
}
|
|
|
|
|
|
}
|
|
|
|
void YESMsgBoxCallback(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
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_YES;
|
|
}
|
|
else if ( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
|
|
{
|
|
fLButtonDown = FALSE;
|
|
}
|
|
}
|
|
|
|
void NOMsgBoxCallback(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
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_NO;
|
|
}
|
|
else if ( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
|
|
{
|
|
fLButtonDown = FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
void ContractMsgBoxCallback(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
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_CONTRACT;
|
|
}
|
|
else if ( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
|
|
{
|
|
fLButtonDown = FALSE;
|
|
}
|
|
}
|
|
|
|
void LieMsgBoxCallback(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
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_LIE;
|
|
}
|
|
else if ( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
|
|
{
|
|
fLButtonDown = FALSE;
|
|
}
|
|
}
|
|
|
|
|
|
void NumberedMsgBoxCallback(GUI_BUTTON *btn, INT32 reason )
|
|
{
|
|
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
|
|
{
|
|
btn->uiFlags |= BUTTON_CLICKED_ON;
|
|
}
|
|
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
|
|
{
|
|
btn->uiFlags &= (~BUTTON_CLICKED_ON );
|
|
|
|
// OK, exit
|
|
gMsgBox.bHandled = (INT8) MSYS_GetBtnUserData( btn, 0);
|
|
}
|
|
|
|
}
|
|
|
|
UINT32 ExitMsgBox( INT8 ubExitCode )
|
|
{
|
|
UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
|
|
UINT8 *pDestBuf, *pSrcBuf;
|
|
SGPPoint pPosition;
|
|
|
|
// Delete popup!
|
|
RemoveMercPopupBoxFromIndex( gMsgBox.iBoxId );
|
|
gMsgBox.iBoxId = -1;
|
|
|
|
//Delete buttons!
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS )
|
|
{
|
|
RemoveButton( gMsgBox.uiButton[0] );
|
|
RemoveButton( gMsgBox.uiButton[1] );
|
|
RemoveButton( gMsgBox.uiButton[2] );
|
|
RemoveButton( gMsgBox.uiButton[3] );
|
|
}
|
|
// OJW - 20090208 - Add text input box type
|
|
else if (gMsgBox.usFlags & MSG_BOX_FLAG_INPUTBOX)
|
|
{
|
|
// exit text input mode in this screen and clean up text boxes
|
|
KillAllTextInputModes();
|
|
}
|
|
else
|
|
{
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_OK )
|
|
{
|
|
RemoveButton( gMsgBox.uiOKButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_YESNO )
|
|
{
|
|
RemoveButton( gMsgBox.uiYESButton );
|
|
RemoveButton( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_OKCONTRACT )
|
|
{
|
|
RemoveButton( gMsgBox.uiYESButton );
|
|
RemoveButton( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_YESNOCONTRACT )
|
|
{
|
|
RemoveButton( gMsgBox.uiYESButton );
|
|
RemoveButton( gMsgBox.uiNOButton );
|
|
RemoveButton( gMsgBox.uiOKButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_GENERICCONTRACT )
|
|
{
|
|
RemoveButton( gMsgBox.uiYESButton );
|
|
RemoveButton( gMsgBox.uiNOButton );
|
|
RemoveButton( gMsgBox.uiOKButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_GENERIC )
|
|
{
|
|
RemoveButton( gMsgBox.uiYESButton );
|
|
RemoveButton( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_YESNOLIE )
|
|
{
|
|
RemoveButton( gMsgBox.uiYESButton );
|
|
RemoveButton( gMsgBox.uiNOButton );
|
|
RemoveButton( gMsgBox.uiOKButton );
|
|
}
|
|
|
|
if( gMsgBox.usFlags & MSG_BOX_FLAG_CONTINUESTOP )
|
|
{
|
|
RemoveButton( gMsgBox.uiYESButton );
|
|
RemoveButton( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_OKSKIP )
|
|
{
|
|
RemoveButton( gMsgBox.uiYESButton );
|
|
RemoveButton( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
}
|
|
|
|
// Delete button images
|
|
UnloadButtonImage( gMsgBox.iButtonImages );
|
|
|
|
#if 0
|
|
if (!gMsgBox.fWasPaused)
|
|
{
|
|
// Unpause game....
|
|
UnLockPauseState();
|
|
UnPauseGame();
|
|
// UnPause timers as well....
|
|
PauseTime( FALSE );
|
|
}
|
|
#endif
|
|
|
|
// Restore mouse restriction region...
|
|
RestrictMouseCursor( &gOldCursorLimitRectangle );
|
|
|
|
|
|
gfInMsgBox = FALSE;
|
|
|
|
// Call done callback!
|
|
if ( gMsgBox.ExitCallback != NULL )
|
|
{
|
|
(*(gMsgBox.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( ( ( gMsgBox.uiExitScreen != GAME_SCREEN ) || ( fRestoreBackgroundForMessageBox == TRUE ) ) && gfDontOverRideSaveBuffer )
|
|
{
|
|
// restore what we have under here...
|
|
pSrcBuf = LockVideoSurface( gMsgBox.uiSaveBuffer, &uiSrcPitchBYTES);
|
|
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES);
|
|
|
|
Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
|
|
(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
|
|
gMsgBox.sX , gMsgBox.sY,
|
|
0, 0,
|
|
gMsgBox.usWidth, gMsgBox.usHeight );
|
|
|
|
UnLockVideoSurface( gMsgBox.uiSaveBuffer );
|
|
UnLockVideoSurface( FRAME_BUFFER );
|
|
|
|
InvalidateRegion( gMsgBox.sX, gMsgBox.sY, (INT16)( gMsgBox.sX + gMsgBox.usWidth ), (INT16)( gMsgBox.sY + gMsgBox.usHeight ) );
|
|
}
|
|
|
|
fRestoreBackgroundForMessageBox = FALSE;
|
|
gfDontOverRideSaveBuffer = TRUE;
|
|
|
|
if( fCursorLockedToArea == TRUE )
|
|
{
|
|
GetMousePos( &pPosition );
|
|
|
|
if( ( pPosition.iX > MessageBoxRestrictedCursorRegion.iRight ) || ( pPosition.iX > MessageBoxRestrictedCursorRegion.iLeft ) && ( pPosition.iY < MessageBoxRestrictedCursorRegion.iTop ) && ( pPosition.iY > MessageBoxRestrictedCursorRegion.iBottom ) )
|
|
{
|
|
SimulateMouseMovement( pOldMousePosition.iX , pOldMousePosition.iY );
|
|
}
|
|
|
|
fCursorLockedToArea = FALSE;
|
|
RestrictMouseCursor( &MessageBoxRestrictedCursorRegion );
|
|
}
|
|
|
|
// Remove region
|
|
MSYS_RemoveRegion(&(gMsgBox.BackRegion) );
|
|
|
|
// Remove save buffer!
|
|
DeleteVideoSurfaceFromIndex( gMsgBox.uiSaveBuffer );
|
|
|
|
|
|
switch( gMsgBox.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( gMsgBox.uiExitScreen );
|
|
}
|
|
|
|
UINT32 MessageBoxScreenInit( )
|
|
{
|
|
return( TRUE );
|
|
}
|
|
|
|
|
|
UINT32 MessageBoxScreenHandle( )
|
|
{
|
|
InputAtom InputEvent;
|
|
|
|
if ( gfNewMessageBox )
|
|
{
|
|
// If in game screen....
|
|
if ( ( gfStartedFromGameScreen )||( gfStartedFromMapScreen ) )
|
|
{
|
|
//UINT32 uiDestPitchBYTES, uiSrcPitchBYTES;
|
|
//UINT8 *pDestBuf, *pSrcBuf;
|
|
|
|
if( gfStartedFromGameScreen )
|
|
{
|
|
HandleTacticalUILoseCursorFromOtherScreen( );
|
|
}
|
|
else
|
|
{
|
|
HandleMAPUILoseCursorFromOtherScreen( );
|
|
}
|
|
|
|
gfStartedFromGameScreen = FALSE;
|
|
gfStartedFromMapScreen = FALSE;
|
|
/*
|
|
// Save what we have under here...
|
|
pDestBuf = LockVideoSurface( gMsgBox.uiSaveBuffer, &uiDestPitchBYTES);
|
|
pSrcBuf = LockVideoSurface( FRAME_BUFFER, &uiSrcPitchBYTES);
|
|
|
|
Blt16BPPTo16BPP((UINT16 *)pDestBuf, uiDestPitchBYTES,
|
|
(UINT16 *)pSrcBuf, uiSrcPitchBYTES,
|
|
0 , 0,
|
|
gMsgBox.sX , gMsgBox.sY,
|
|
gMsgBox.usWidth, gMsgBox.usHeight );
|
|
|
|
UnLockVideoSurface( gMsgBox.uiSaveBuffer );
|
|
UnLockVideoSurface( FRAME_BUFFER );
|
|
*/
|
|
}
|
|
|
|
gfNewMessageBox = FALSE;
|
|
|
|
return( MSG_BOX_SCREEN );
|
|
}
|
|
|
|
|
|
|
|
UnmarkButtonsDirty( );
|
|
|
|
// Render the box!
|
|
if ( gMsgBox.fRenderBox )
|
|
{
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS )
|
|
{
|
|
MarkAButtonDirty( gMsgBox.uiButton[0] );
|
|
MarkAButtonDirty( gMsgBox.uiButton[1] );
|
|
MarkAButtonDirty( gMsgBox.uiButton[2] );
|
|
MarkAButtonDirty( gMsgBox.uiButton[3] );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_OK )
|
|
{
|
|
MarkAButtonDirty( gMsgBox.uiOKButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_CANCEL )
|
|
{
|
|
MarkAButtonDirty( gMsgBox.uiOKButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_YESNO )
|
|
{
|
|
MarkAButtonDirty( gMsgBox.uiYESButton );
|
|
MarkAButtonDirty( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_OKCONTRACT )
|
|
{
|
|
MarkAButtonDirty( gMsgBox.uiYESButton );
|
|
MarkAButtonDirty( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_YESNOCONTRACT )
|
|
{
|
|
MarkAButtonDirty( gMsgBox.uiYESButton );
|
|
MarkAButtonDirty( gMsgBox.uiNOButton );
|
|
MarkAButtonDirty( gMsgBox.uiOKButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_GENERICCONTRACT )
|
|
{
|
|
MarkAButtonDirty( gMsgBox.uiYESButton );
|
|
MarkAButtonDirty( gMsgBox.uiNOButton );
|
|
MarkAButtonDirty( gMsgBox.uiOKButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_GENERIC )
|
|
{
|
|
MarkAButtonDirty( gMsgBox.uiYESButton );
|
|
MarkAButtonDirty( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
if( gMsgBox.usFlags & MSG_BOX_FLAG_CONTINUESTOP )
|
|
{
|
|
// Exit messagebox
|
|
MarkAButtonDirty( gMsgBox.uiYESButton );
|
|
MarkAButtonDirty( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_YESNOLIE )
|
|
{
|
|
MarkAButtonDirty( gMsgBox.uiYESButton );
|
|
MarkAButtonDirty( gMsgBox.uiNOButton );
|
|
MarkAButtonDirty( gMsgBox.uiOKButton );
|
|
}
|
|
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_OKSKIP )
|
|
{
|
|
MarkAButtonDirty( gMsgBox.uiYESButton );
|
|
MarkAButtonDirty( gMsgBox.uiNOButton );
|
|
}
|
|
|
|
|
|
RenderMercPopUpBoxFromIndex( gMsgBox.iBoxId, gMsgBox.sX, gMsgBox.sY, FRAME_BUFFER );
|
|
//gMsgBox.fRenderBox = FALSE;
|
|
// ATE: Render each frame...
|
|
}
|
|
|
|
// Render buttons
|
|
RenderButtons( );
|
|
|
|
if (gMsgBox.usFlags & MSG_BOX_FLAG_INPUTBOX)
|
|
{
|
|
// render text boxes
|
|
RenderAllTextFields(); // textbox system call
|
|
}
|
|
EndFrameBufferRender( );
|
|
|
|
// carter, need key shortcuts for clearing up message boxes
|
|
// Check for esc
|
|
while (DequeueSpecificEvent(&InputEvent, KEY_DOWN|KEY_UP|KEY_REPEAT))
|
|
{
|
|
if( !HandleTextInput( &InputEvent ) && InputEvent.usEvent == KEY_DOWN )
|
|
{
|
|
if( ( InputEvent.usParam == ESC ) || ( InputEvent.usParam == 'n') )
|
|
{
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_YESNO )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_NO;
|
|
}
|
|
//OJW - 20090208 - Input Box
|
|
else if( gMsgBox.usFlags & MSG_BOX_FLAG_INPUTBOX )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_NO;
|
|
memset(gszMsgBoxInputString,0,sizeof(CHAR16)*255);
|
|
}
|
|
}
|
|
|
|
if( InputEvent.usParam == ENTER )
|
|
{
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_YESNO )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_YES;
|
|
}
|
|
else if( gMsgBox.usFlags & MSG_BOX_FLAG_OK )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_OK;
|
|
}
|
|
else if( gMsgBox.usFlags & MSG_BOX_FLAG_CONTINUESTOP )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_OK;
|
|
}
|
|
//OJW - 20090208 - Input Box
|
|
else if( gMsgBox.usFlags & MSG_BOX_FLAG_INPUTBOX )
|
|
{
|
|
// retrieve the string from the text box
|
|
Get16BitStringFromField( 0, gszMsgBoxInputString, 255 ); // these indexes are based on the order created
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_OK;
|
|
}
|
|
}
|
|
if( InputEvent.usParam == 'o' )
|
|
{
|
|
if( gMsgBox.usFlags & MSG_BOX_FLAG_OK )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_OK;
|
|
}
|
|
}
|
|
if( InputEvent.usParam == 'y' )
|
|
{
|
|
if( gMsgBox.usFlags & MSG_BOX_FLAG_YESNO )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = MSG_BOX_RETURN_YES;
|
|
}
|
|
}
|
|
if( InputEvent.usParam == '1' )
|
|
{
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = 1;
|
|
}
|
|
}
|
|
if( InputEvent.usParam == '2' )
|
|
{
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = 1;
|
|
}
|
|
}
|
|
if( InputEvent.usParam == '3' )
|
|
{
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = 1;
|
|
}
|
|
}
|
|
if( InputEvent.usParam == '4' )
|
|
{
|
|
if ( gMsgBox.usFlags & MSG_BOX_FLAG_FOUR_NUMBERED_BUTTONS )
|
|
{
|
|
// Exit messagebox
|
|
gMsgBox.bHandled = 1;
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|
|
if ( gMsgBox.bHandled )
|
|
{
|
|
SetRenderFlags( RENDER_FLAG_FULL );
|
|
return( ExitMsgBox( gMsgBox.bHandled ) );
|
|
}
|
|
|
|
return( MSG_BOX_SCREEN );
|
|
}
|
|
|
|
UINT32 MessageBoxScreenShutdown( )
|
|
{
|
|
return( FALSE );
|
|
}
|
|
|
|
|
|
// a basic box that don't care what screen we came from
|
|
void DoScreenIndependantMessageBox( const STR16 zString, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback )
|
|
{
|
|
SGPRect CenteringRect= {0, 0, SCREEN_WIDTH, INV_INTERFACE_START_Y };
|
|
DoScreenIndependantMessageBoxWithRect( zString, usFlags, ReturnCallback, &CenteringRect );
|
|
}
|
|
|
|
// a basic box that don't care what screen we came from
|
|
void DoUpperScreenIndependantMessageBox( const STR16 zString, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback )
|
|
{
|
|
SGPRect CenteringRect= {0, 0, SCREEN_WIDTH, INV_INTERFACE_START_Y / 2 };
|
|
DoScreenIndependantMessageBoxWithRect( zString, usFlags, ReturnCallback, &CenteringRect );
|
|
}
|
|
|
|
// a basic box that don't care what screen we came from
|
|
void DoLowerScreenIndependantMessageBox( STR16 zString, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback )
|
|
{
|
|
SGPRect CenteringRect= {0, INV_INTERFACE_START_Y / 2, SCREEN_WIDTH, INV_INTERFACE_START_Y };
|
|
DoScreenIndependantMessageBoxWithRect( zString, usFlags, ReturnCallback, &CenteringRect );
|
|
}
|
|
|
|
|
|
void DoScreenIndependantMessageBoxWithRect( const STR16 zString, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback, SGPRect *pCenteringRect )
|
|
{
|
|
|
|
/// which screen are we in?
|
|
|
|
// Map Screen (excluding AI Viewer)
|
|
#ifdef JA2BETAVERSION
|
|
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) && ( guiCurrentScreen != AIVIEWER_SCREEN ) )
|
|
#else
|
|
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
|
|
#endif
|
|
{
|
|
|
|
// auto resolve is a special case
|
|
if( guiCurrentScreen == AUTORESOLVE_SCREEN )
|
|
{
|
|
DoMessageBox( MSG_BOX_BASIC_STYLE, zString, AUTORESOLVE_SCREEN, usFlags, ReturnCallback, pCenteringRect );
|
|
}
|
|
else
|
|
{
|
|
// set up for mapscreen
|
|
DoMapMessageBoxWithRect( MSG_BOX_BASIC_STYLE, zString, MAP_SCREEN, usFlags, ReturnCallback, pCenteringRect );
|
|
}
|
|
}
|
|
|
|
//Laptop
|
|
else if( guiCurrentScreen == LAPTOP_SCREEN )
|
|
{
|
|
// set up for laptop
|
|
DoLapTopSystemMessageBoxWithRect( MSG_BOX_LAPTOP_DEFAULT, zString, LAPTOP_SCREEN, usFlags, ReturnCallback, pCenteringRect );
|
|
}
|
|
|
|
//Save Load Screen
|
|
else if( guiCurrentScreen == SAVE_LOAD_SCREEN )
|
|
{
|
|
DoSaveLoadMessageBoxWithRect( MSG_BOX_BASIC_STYLE, zString, SAVE_LOAD_SCREEN, usFlags, ReturnCallback, pCenteringRect );
|
|
}
|
|
|
|
//Options Screen
|
|
else if( guiCurrentScreen == OPTIONS_SCREEN )
|
|
{
|
|
DoOptionsMessageBoxWithRect( MSG_BOX_BASIC_STYLE, zString, OPTIONS_SCREEN, usFlags, ReturnCallback, pCenteringRect );
|
|
}
|
|
|
|
// Tactical
|
|
else if( guiCurrentScreen == GAME_SCREEN )
|
|
{
|
|
DoMessageBox( MSG_BOX_BASIC_STYLE, zString, guiCurrentScreen, usFlags, ReturnCallback, pCenteringRect );
|
|
}
|
|
}
|
|
|
|
UINT16 GetMSgBoxButtonWidth( INT32 iButtonImage )
|
|
{
|
|
return( GetWidthOfButtonPic( (UINT16)iButtonImage, ButtonPictures[iButtonImage].OnNormal ) );
|
|
}
|