Files
source/Options Screen.cpp
T

1427 lines
44 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "JA2 All.h"
#else
#include "Types.h"
#include "Options Screen.h"
#include "Video.h"
#include "Font Control.h"
#include "Game Clock.h"
#include "Render Dirty.h"
#include "Text Input.h"
#include "WordWrap.h"
#include "SaveLoadScreen.h"
#include "Render Dirty.h"
#include "WordWrap.h"
#include "WCheck.h"
#include "Utilities.h"
#include "Slider.h"
#include "Debug.h"
#include "Music Control.h"
#include "Sound Control.h"
#include "soundman.h"
#include "Ambient Control.h"
#include "Worlddat.h"
#include "Worlddef.h"
#include "GameSettings.h"
#include "Game Init.h"
#include "English.h"
#include "Overhead.h"
#include "Gap.h"
#include "Cursors.h"
#include "SysUtil.h"
#include "Exit Grids.h"
#include "Text.h"
#include "Interface Control.h"
#include "Message.h"
#include "Language Defines.h"
#include "Multi Language Graphic Utils.h"
#include "Map Information.h"
#include "SmokeEffects.h"
#endif
#include "connect.h"
#include "WorldMan.h"
/////////////////////////////////
//
// Defines
//
/////////////////////////////////
#define OPT_MAIN_FONT FONT10ARIAL
#define OPT_SLIDER_FONT FONT12ARIAL
#define OPT_MAIN_COLOR OPT_BUTTON_ON_COLOR
#define OPT_HIGHLIGHT_COLOR FONT_MCOLOR_WHITE
#define OPTIONS_SCREEN_WIDTH 440
#define OPTIONS_SCREEN_HEIGHT 400
#define OPTIONS__TOP_LEFT_X iScreenWidthOffset + 100
#define OPTIONS__TOP_LEFT_Y iScreenHeightOffset + 40
#define OPTIONS__BOTTOM_RIGHT_X OPTIONS__TOP_LEFT_X + OPTIONS_SCREEN_WIDTH
#define OPTIONS__BOTTOM_RIGHT_Y OPTIONS__TOP_LEFT_Y + OPTIONS_SCREEN_HEIGHT
#define OPT_SAVE_BTN_X iScreenWidthOffset + 51
#define OPT_SAVE_BTN_Y iScreenHeightOffset + 438
#define OPT_LOAD_BTN_X iScreenWidthOffset + 190
#define OPT_LOAD_BTN_Y OPT_SAVE_BTN_Y
#define OPT_QUIT_BTN_X (SCREEN_WIDTH - 640)/ 2 + 329
#define OPT_QUIT_BTN_Y OPT_SAVE_BTN_Y
#define OPT_DONE_BTN_X iScreenWidthOffset + 469
#define OPT_DONE_BTN_Y OPT_SAVE_BTN_Y
#define OPT_GAP_BETWEEN_TOGGLE_BOXES 18
//Text
#define OPT_TOGGLE_BOX_FIRST_COL_TEXT_X OPT_TOGGLE_BOX_FIRST_COLUMN_X + OPT_SPACE_BETWEEN_TEXT_AND_TOGGLE_BOX
#define OPT_TOGGLE_BOX_FIRST_COL_TEXT_Y OPT_TOGGLE_BOX_FIRST_COLUMN_START_Y
#define OPT_TOGGLE_BOX_SECOND_TEXT_X OPT_TOGGLE_BOX_SECOND_COLUMN_X + OPT_SPACE_BETWEEN_TEXT_AND_TOGGLE_BOX
#define OPT_TOGGLE_BOX_SECOND_TEXT_Y OPT_TOGGLE_BOX_SECOND_COLUMN_START_Y
//toggle boxes
#define OPT_SPACE_BETWEEN_TEXT_AND_TOGGLE_BOX 30
#define OPT_TOGGLE_TEXT_OFFSET_Y 2
#define OPT_TOGGLE_BOX_FIRST_COLUMN_X iScreenWidthOffset + 260
#define OPT_TOGGLE_BOX_FIRST_COLUMN_START_Y iScreenHeightOffset + 82
#define OPT_TOGGLE_BOX_SECOND_COLUMN_X iScreenWidthOffset + 435
#define OPT_TOGGLE_BOX_SECOND_COLUMN_START_Y OPT_TOGGLE_BOX_FIRST_COLUMN_START_Y
#define OPT_TOGGLE_BOX_TEXT_WIDTH OPT_TOGGLE_BOX_SECOND_COLUMN_X - OPT_TOGGLE_BOX_FIRST_COLUMN_X - 20
// Slider bar defines
#define OPT_GAP_BETWEEN_SLIDER_BARS 60
#define OPT_SLIDER_BAR_SIZE 258
#define OPT_SLIDER_TEXT_WIDTH 45
#define OPT_SOUND_FX_TEXT_X iScreenWidthOffset + 38
#define OPT_SOUND_FX_TEXT_Y iScreenHeightOffset + 87
#define OPT_SPEECH_TEXT_X iScreenWidthOffset + 85
#define OPT_SPEECH_TEXT_Y OPT_SOUND_FX_TEXT_Y
#define OPT_MUSIC_TEXT_X iScreenWidthOffset + 137
#define OPT_MUSIC_TEXT_Y OPT_SOUND_FX_TEXT_Y
#define OPT_TEXT_TO_SLIDER_OFFSET_Y 25
#define OPT_SOUND_EFFECTS_SLIDER_X iScreenWidthOffset + 56
#define OPT_SOUND_EFFECTS_SLIDER_Y iScreenHeightOffset + 126
#define OPT_SPEECH_SLIDER_X iScreenWidthOffset + 107
#define OPT_SPEECH_SLIDER_Y OPT_SOUND_EFFECTS_SLIDER_Y
#define OPT_MUSIC_SLIDER_X iScreenWidthOffset + 158
#define OPT_MUSIC_SLIDER_Y OPT_SOUND_EFFECTS_SLIDER_Y
#define OPT_MUSIC_SLIDER_PLAY_SOUND_DELAY 75
#define OPT_FIRST_COLUMN_TOGGLE_CUT_OFF 18
/////////////////////////////////
//
// Global Variables
//
/////////////////////////////////
UINT32 guiOptionBackGroundImage;
UINT32 guiOptionsAddOnImages;
UINT32 guiSoundEffectsSliderID;
UINT32 guiSpeechSliderID;
UINT32 guiMusicSliderID;
BOOLEAN gfOptionsScreenEntry = TRUE;
BOOLEAN gfOptionsScreenExit = FALSE;
BOOLEAN gfRedrawOptionsScreen = TRUE;
CHAR8 gzSavedGameName[ 128 ];
BOOLEAN gfEnteredFromMapScreen=FALSE;
UINT32 guiOptionsScreen = OPTIONS_SCREEN;
UINT32 guiPreviousOptionScreen = OPTIONS_SCREEN;
BOOLEAN gfExitOptionsDueToMessageBox=FALSE;
BOOLEAN gfExitOptionsAfterMessageBox = FALSE;
UINT32 guiSoundFxSliderMoving = 0xffffffff;
UINT32 guiSpeechSliderMoving = 0xffffffff;
INT32 giOptionsMessageBox = -1; // Options pop up messages index value
INT8 gbHighLightedOptionText = -1;
BOOLEAN gfHideBloodAndGoreOption=FALSE; //If a germany build we are to hide the blood and gore option
UINT8 gubFirstColOfOptions=OPT_FIRST_COLUMN_TOGGLE_CUT_OFF;
BOOLEAN gfSettingOfTreeTopStatusOnEnterOfOptionScreen;
BOOLEAN gfSettingOfItemGlowStatusOnEnterOfOptionScreen;
BOOLEAN gfSettingOfDontAnimateSmoke;
// Goto save game Button
void BtnOptGotoSaveGameCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiOptGotoSaveGameBtn;
INT32 giOptionsButtonImages;
// Goto load game button
void BtnOptGotoLoadGameCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiOptGotoLoadGameBtn;
INT32 giGotoLoadBtnImage;
// QuitButton
void BtnOptQuitCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiQuitButton;
INT32 giQuitBtnImage;
// Done Button
void BtnDoneCallback(GUI_BUTTON *btn,INT32 reason);
extern UINT32 guiDoneButton; // symbol already declared globally in AimArchives.cpp (jonathanl)
INT32 giDoneBtnImage;
//checkbox to toggle tracking mode on or off
UINT32 guiOptionsToggles[ NUM_GAME_OPTIONS ];
void BtnOptionsTogglesCallback(GUI_BUTTON *btn,INT32 reason);
//Mouse regions for the name of the option
MOUSE_REGION gSelectedOptionTextRegion[ NUM_GAME_OPTIONS ];
void SelectedOptionTextRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason );
void SelectedOptionTextRegionMovementCallBack(MOUSE_REGION * pRegion, INT32 reason );
//Mouse regions for the area around the toggle boxs
MOUSE_REGION gSelectedToggleBoxAreaRegion;
void SelectedToggleBoxAreaRegionMovementCallBack(MOUSE_REGION * pRegion, INT32 reason );
/////////////////////////////////
//
// Function ProtoTypes
//
/////////////////////////////////
BOOLEAN EnterOptionsScreen();
void RenderOptionsScreen();
void ExitOptionsScreen();
void HandleOptionsScreen();
void GetOptionsScreenUserInput();
void SetOptionsExitScreen( UINT32 uiExitScreen );
void SoundFXSliderChangeCallBack( INT32 iNewValue );
void SpeechSliderChangeCallBack( INT32 iNewValue );
void MusicSliderChangeCallBack( INT32 iNewValue );
//BOOLEAN DoOptionsMessageBox( UINT8 ubStyle, STR16zString, UINT32 uiExitScreen, UINT8 ubFlags, MSGBOX_CALLBACK ReturnCallback );
void ConfirmQuitToMainMenuMessageBoxCallBack( UINT8 bExitValue );
void HandleSliderBarMovementSounds();
void HandleOptionToggle( UINT8 ubButton, BOOLEAN fState, BOOLEAN fDown, BOOLEAN fPlaySound );
void HandleHighLightedText( BOOLEAN fHighLight );
extern BOOLEAN CheckIfGameCdromIsInCDromDrive();
extern void ToggleItemGlow( BOOLEAN fOn );
//ppp
/////////////////////////////////
//
// Code
//
/////////////////////////////////
UINT32 OptionsScreenInit()
{
//Set so next time we come in, we can set up
gfOptionsScreenEntry = TRUE;
return( TRUE );
}
UINT32 OptionsScreenHandle()
{
StartFrameBufferRender();
if( gfOptionsScreenEntry )
{
PauseGame();
EnterOptionsScreen();
gfOptionsScreenEntry = FALSE;
gfOptionsScreenExit = FALSE;
gfRedrawOptionsScreen = TRUE;
RenderOptionsScreen();
//Blit the background to the save buffer
BlitBufferToBuffer( guiRENDERBUFFER, guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
InvalidateRegion( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
}
RestoreBackgroundRects();
GetOptionsScreenUserInput();
HandleOptionsScreen();
if( gfRedrawOptionsScreen )
{
RenderOptionsScreen();
RenderButtons();
gfRedrawOptionsScreen = FALSE;
}
//Render the active slider bars
RenderAllSliderBars();
// render buttons marked dirty
MarkButtonsDirty( );
RenderButtons( );
// ATE: Put here to save RECTS before any fast help being drawn...
SaveBackgroundRects( );
RenderButtonsFastHelp();
ExecuteBaseDirtyRectQueue();
EndFrameBufferRender();
if( gfOptionsScreenExit )
{
ExitOptionsScreen();
gfOptionsScreenExit = FALSE;
gfOptionsScreenEntry = TRUE;
UnPauseGame();
}
return( guiOptionsScreen );
}
UINT32 OptionsScreenShutdown()
{
return( TRUE );
}
BOOLEAN EnterOptionsScreen()
{
VOBJECT_DESC VObjectDesc;
UINT16 usPosY;
UINT8 cnt;
UINT16 usTextWidth, usTextHeight;
// WANNE: Do not draw the blackground back
//ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0 );
//Default this to off
gfHideBloodAndGoreOption=FALSE;
#ifndef BLOOD_N_GORE_ENABLED
//This will hide blood and gore option
gfHideBloodAndGoreOption = TRUE;
/*
Uncomment this to enable the check for files to activate the blood and gore option for the german build
if( !FileExists( "Germany.dat" ) && FileExists( "Lecken.dat" ) )
{
gfHideBloodAndGoreOption = FALSE;
}
else
*/
{
gGameSettings.fOptions[ TOPTION_BLOOD_N_GORE ] = FALSE;
}
#endif
//if we are coming from mapscreen
if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
{
guiTacticalInterfaceFlags &= ~INTERFACE_MAPSCREEN;
gfEnteredFromMapScreen = TRUE;
}
// Stop ambients...
StopAmbients( );
guiOptionsScreen = OPTIONS_SCREEN;
//Init the slider bar;
InitSlider();
if( gfExitOptionsDueToMessageBox )
{
gfRedrawOptionsScreen = TRUE;
gfExitOptionsDueToMessageBox = FALSE;
return( TRUE );
}
gfExitOptionsDueToMessageBox = FALSE;
// load the options screen background graphic and add it
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\OptionScreenBase.sti", VObjectDesc.ImageFile);
CHECKF(AddVideoObject(&VObjectDesc, &guiOptionBackGroundImage));
// load button, title graphic and add it
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
GetMLGFilename( VObjectDesc.ImageFile, MLG_OPTIONHEADER );
CHECKF(AddVideoObject(&VObjectDesc, &guiOptionsAddOnImages));
//Save game button
giOptionsButtonImages = LoadButtonImage("INTERFACE\\OptionScreenAddons.sti", -1,2,-1,3,-1 );
guiOptGotoSaveGameBtn = CreateIconAndTextButton( giOptionsButtonImages, zOptionsText[OPT_SAVE_GAME], OPT_BUTTON_FONT,
OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
OPT_SAVE_BTN_X, OPT_SAVE_BTN_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnOptGotoSaveGameCallback);
SpecifyDisabledButtonStyle( guiOptGotoSaveGameBtn, DISABLED_STYLE_HATCHED );
if( guiPreviousOptionScreen == MAINMENU_SCREEN || !CanGameBeSaved() )
{
DisableButton( guiOptGotoSaveGameBtn );
}
//Load game button
giGotoLoadBtnImage = UseLoadedButtonImage( giOptionsButtonImages, -1,2,-1,3,-1 );
guiOptGotoLoadGameBtn = CreateIconAndTextButton( giGotoLoadBtnImage, zOptionsText[OPT_LOAD_GAME], OPT_BUTTON_FONT,
OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
OPT_LOAD_BTN_X, OPT_LOAD_BTN_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnOptGotoLoadGameCallback);
// SpecifyDisabledButtonStyle( guiBobbyRAcceptOrder, DISABLED_STYLE_SHADED );
//Quit to main menu button
giQuitBtnImage = UseLoadedButtonImage( giOptionsButtonImages, -1,2,-1,3,-1 );
guiQuitButton = CreateIconAndTextButton( giQuitBtnImage, zOptionsText[OPT_MAIN_MENU], OPT_BUTTON_FONT,
OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
OPT_QUIT_BTN_X, OPT_QUIT_BTN_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnOptQuitCallback);
SpecifyDisabledButtonStyle( guiQuitButton, DISABLED_STYLE_HATCHED );
// DisableButton( guiQuitButton );
//Done button
giDoneBtnImage = UseLoadedButtonImage( giOptionsButtonImages, -1,2,-1,3,-1 );
guiDoneButton = CreateIconAndTextButton( giDoneBtnImage, zOptionsText[OPT_DONE], OPT_BUTTON_FONT,
OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
OPT_DONE_BTN_X, OPT_DONE_BTN_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnDoneCallback);
// SpecifyDisabledButtonStyle( guiBobbyRAcceptOrder, DISABLED_STYLE_SHADED );
//
// Toggle Boxes
//
usTextHeight = GetFontHeight( OPT_MAIN_FONT );
//Create the first column of check boxes
usPosY = OPT_TOGGLE_BOX_FIRST_COLUMN_START_Y;
gubFirstColOfOptions = OPT_FIRST_COLUMN_TOGGLE_CUT_OFF;
for( cnt=0; cnt<gubFirstColOfOptions; cnt++)
{
//if this is the blood and gore option, and we are to hide the option
if( cnt == TOPTION_BLOOD_N_GORE && gfHideBloodAndGoreOption )
{
gubFirstColOfOptions++;
//advance to the next
continue;
}
//Check box to toggle tracking mode
guiOptionsToggles[ cnt ] = CreateCheckBoxButton( OPT_TOGGLE_BOX_FIRST_COLUMN_X, usPosY,
"INTERFACE\\OptionsCheckBoxes_12x12.sti", MSYS_PRIORITY_HIGH+10,
BtnOptionsTogglesCallback );
MSYS_SetBtnUserData( guiOptionsToggles[ cnt ], 0, cnt );
usTextWidth = StringPixLength( zOptionsToggleText[ cnt ], OPT_MAIN_FONT );
if( usTextWidth > OPT_TOGGLE_BOX_TEXT_WIDTH )
{
//Get how many lines will be used to display the string, without displaying the string
UINT8 ubNumLines = (UINT8) ( DisplayWrappedString( 0, 0, OPT_TOGGLE_BOX_TEXT_WIDTH, 2, OPT_MAIN_FONT, OPT_HIGHLIGHT_COLOR, zOptionsToggleText[ cnt ], FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED | DONT_DISPLAY_TEXT ) / GetFontHeight( OPT_MAIN_FONT ) );
usTextWidth = OPT_TOGGLE_BOX_TEXT_WIDTH;
//Create mouse regions for the option toggle text
MSYS_DefineRegion( &gSelectedOptionTextRegion[cnt], OPT_TOGGLE_BOX_FIRST_COLUMN_X+13, usPosY, (UINT16)(OPT_TOGGLE_BOX_FIRST_COL_TEXT_X+usTextWidth), (UINT16)(usPosY+usTextHeight*ubNumLines), MSYS_PRIORITY_HIGH,
CURSOR_NORMAL, SelectedOptionTextRegionMovementCallBack, SelectedOptionTextRegionCallBack );
MSYS_AddRegion( &gSelectedOptionTextRegion[cnt]);
MSYS_SetRegionUserData( &gSelectedOptionTextRegion[ cnt ], 0, cnt);
}
else
{
//Create mouse regions for the option toggle text
MSYS_DefineRegion( &gSelectedOptionTextRegion[cnt], OPT_TOGGLE_BOX_FIRST_COLUMN_X+13, usPosY, (UINT16)(OPT_TOGGLE_BOX_FIRST_COL_TEXT_X+usTextWidth), (UINT16)(usPosY+usTextHeight), MSYS_PRIORITY_HIGH,
CURSOR_NORMAL, SelectedOptionTextRegionMovementCallBack, SelectedOptionTextRegionCallBack );
MSYS_AddRegion( &gSelectedOptionTextRegion[cnt]);
MSYS_SetRegionUserData( &gSelectedOptionTextRegion[ cnt ], 0, cnt);
}
SetRegionFastHelpText( &gSelectedOptionTextRegion[ cnt ], zOptionsScreenHelpText[cnt] );
SetButtonFastHelpText( guiOptionsToggles[ cnt ], zOptionsScreenHelpText[cnt] );
usPosY += OPT_GAP_BETWEEN_TOGGLE_BOXES;
}
//Create the 2nd column of check boxes
usPosY = OPT_TOGGLE_BOX_FIRST_COLUMN_START_Y;
for( cnt=gubFirstColOfOptions; cnt<NUM_GAME_OPTIONS; cnt++)
{
//Check box to toggle tracking mode
guiOptionsToggles[ cnt ] = CreateCheckBoxButton( OPT_TOGGLE_BOX_SECOND_COLUMN_X, usPosY,
"INTERFACE\\OptionsCheckBoxes_12x12.sti", MSYS_PRIORITY_HIGH+10,
BtnOptionsTogglesCallback );
MSYS_SetBtnUserData( guiOptionsToggles[ cnt ], 0, cnt );
//
// Create mouse regions for the option toggle text
//
usTextWidth = StringPixLength( zOptionsToggleText[ cnt ], OPT_MAIN_FONT );
if( usTextWidth > OPT_TOGGLE_BOX_TEXT_WIDTH )
{
//Get how many lines will be used to display the string, without displaying the string
UINT8 ubNumLines = (UINT8) ( DisplayWrappedString( 0, 0, OPT_TOGGLE_BOX_TEXT_WIDTH, 2, OPT_MAIN_FONT, OPT_HIGHLIGHT_COLOR, zOptionsToggleText[ cnt ], FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED | DONT_DISPLAY_TEXT ) / GetFontHeight( OPT_MAIN_FONT ) );
usTextWidth = OPT_TOGGLE_BOX_TEXT_WIDTH;
MSYS_DefineRegion( &gSelectedOptionTextRegion[cnt], OPT_TOGGLE_BOX_SECOND_COLUMN_X+13, usPosY, (UINT16)(OPT_TOGGLE_BOX_SECOND_TEXT_X+usTextWidth), (UINT16)(usPosY+usTextHeight*ubNumLines), MSYS_PRIORITY_HIGH,
CURSOR_NORMAL, SelectedOptionTextRegionMovementCallBack, SelectedOptionTextRegionCallBack );
MSYS_AddRegion( &gSelectedOptionTextRegion[cnt]);
MSYS_SetRegionUserData( &gSelectedOptionTextRegion[ cnt ], 0, cnt );
}
else
{
MSYS_DefineRegion( &gSelectedOptionTextRegion[cnt], OPT_TOGGLE_BOX_SECOND_COLUMN_X+13, usPosY, (UINT16)(OPT_TOGGLE_BOX_SECOND_TEXT_X+usTextWidth), (UINT16)(usPosY+usTextHeight), MSYS_PRIORITY_HIGH,
CURSOR_NORMAL, SelectedOptionTextRegionMovementCallBack, SelectedOptionTextRegionCallBack );
MSYS_AddRegion( &gSelectedOptionTextRegion[cnt]);
MSYS_SetRegionUserData( &gSelectedOptionTextRegion[ cnt ], 0, cnt );
}
SetRegionFastHelpText( &gSelectedOptionTextRegion[ cnt ], zOptionsScreenHelpText[cnt] );
SetButtonFastHelpText( guiOptionsToggles[ cnt ], zOptionsScreenHelpText[cnt] );
usPosY += OPT_GAP_BETWEEN_TOGGLE_BOXES;
}
//Create a mouse region so when the user leaves a togglebox text region we can detect it then unselect the region
MSYS_DefineRegion( &gSelectedToggleBoxAreaRegion, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, MSYS_PRIORITY_NORMAL,
CURSOR_NORMAL, SelectedToggleBoxAreaRegionMovementCallBack, MSYS_NO_CALLBACK );
MSYS_AddRegion( &gSelectedToggleBoxAreaRegion );
//Render the scene before adding the slider boxes
RenderOptionsScreen();
//Add a slider bar for the Sound Effects
guiSoundEffectsSliderID = AddSlider( SLIDER_VERTICAL_STEEL, CURSOR_NORMAL, OPT_SOUND_EFFECTS_SLIDER_X, OPT_SOUND_EFFECTS_SLIDER_Y, OPT_SLIDER_BAR_SIZE, 127, MSYS_PRIORITY_HIGH, SoundFXSliderChangeCallBack, 0 );
AssertMsg( guiSoundEffectsSliderID, "Failed to AddSlider" );
SetSliderValue( guiSoundEffectsSliderID, GetSoundEffectsVolume() );
//Add a slider bar for the Speech
guiSpeechSliderID = AddSlider( SLIDER_VERTICAL_STEEL, CURSOR_NORMAL, OPT_SPEECH_SLIDER_X, OPT_SPEECH_SLIDER_Y, OPT_SLIDER_BAR_SIZE, 127, MSYS_PRIORITY_HIGH, SpeechSliderChangeCallBack, 0 );
AssertMsg( guiSpeechSliderID, "Failed to AddSlider" );
SetSliderValue( guiSpeechSliderID, GetSpeechVolume() );
//Add a slider bar for the Music
guiMusicSliderID = AddSlider( SLIDER_VERTICAL_STEEL, CURSOR_NORMAL, OPT_MUSIC_SLIDER_X, OPT_MUSIC_SLIDER_Y, OPT_SLIDER_BAR_SIZE, 127, MSYS_PRIORITY_HIGH, MusicSliderChangeCallBack, 0 );
AssertMsg( guiMusicSliderID, "Failed to AddSlider" );
SetSliderValue( guiMusicSliderID, MusicGetVolume() );
//Remove the mouse region over the clock
RemoveMouseRegionForPauseOfClock( );
//Draw the screen
gfRedrawOptionsScreen = TRUE;
//Set the option screen toggle boxes
SetOptionsScreenToggleBoxes();
DisableScrollMessages();
//reset
gbHighLightedOptionText = -1;
//get the status of the tree top option
gfSettingOfTreeTopStatusOnEnterOfOptionScreen = gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ];
//Get the status of the item glow option
gfSettingOfItemGlowStatusOnEnterOfOptionScreen = gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ];
gfSettingOfDontAnimateSmoke = gGameSettings.fOptions[ TOPTION_ANIMATE_SMOKE ];
return( TRUE );
}
void ExitOptionsScreen()
{
UINT8 cnt;
if( gfExitOptionsDueToMessageBox )
{
gfOptionsScreenExit = FALSE;
if( !gfExitOptionsAfterMessageBox )
return;
gfExitOptionsAfterMessageBox = FALSE;
gfExitOptionsDueToMessageBox = FALSE;
}
//Get the current status of the toggle boxes
GetOptionsScreenToggleBoxes();
//The save the current settings to disk
SaveGameSettings();
//Create the clock mouse region
CreateMouseRegionForPauseOfClock( CLOCK_REGION_START_X, CLOCK_REGION_START_Y );
if( guiOptionsScreen == GAME_SCREEN )
EnterTacticalScreen( );
RemoveButton( guiOptGotoSaveGameBtn );
RemoveButton( guiOptGotoLoadGameBtn );
RemoveButton( guiQuitButton );
RemoveButton( guiDoneButton );
UnloadButtonImage( giOptionsButtonImages );
UnloadButtonImage( giGotoLoadBtnImage );
UnloadButtonImage( giQuitBtnImage );
UnloadButtonImage( giDoneBtnImage );
DeleteVideoObjectFromIndex( guiOptionBackGroundImage );
DeleteVideoObjectFromIndex( guiOptionsAddOnImages );
//Remove the toggle buttons
for( cnt=0; cnt<NUM_GAME_OPTIONS; cnt++)
{
//if this is the blood and gore option, and we are to hide the option
if( cnt == TOPTION_BLOOD_N_GORE && gfHideBloodAndGoreOption )
{
//advance to the next
continue;
}
RemoveButton( guiOptionsToggles[ cnt ] );
MSYS_RemoveRegion( &gSelectedOptionTextRegion[cnt]);
}
//REmove the slider bars
RemoveSliderBar( guiSoundEffectsSliderID );
RemoveSliderBar( guiSpeechSliderID );
RemoveSliderBar( guiMusicSliderID );
MSYS_RemoveRegion( &gSelectedToggleBoxAreaRegion );
ShutDownSlider();
//if we are coming from mapscreen
if( gfEnteredFromMapScreen )
{
gfEnteredFromMapScreen = FALSE;
guiTacticalInterfaceFlags |= INTERFACE_MAPSCREEN;
}
//if the user changed the TREE TOP option, AND a world is loaded
if( gfSettingOfTreeTopStatusOnEnterOfOptionScreen != gGameSettings.fOptions[ TOPTION_TOGGLE_TREE_TOPS ] && gfWorldLoaded )
{
SetTreeTopStateForMap();
}
//if the user has changed the item glow option AND a world is loaded
if( gfSettingOfItemGlowStatusOnEnterOfOptionScreen != gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] && gfWorldLoaded )
{
ToggleItemGlow( gGameSettings.fOptions[ TOPTION_GLOW_ITEMS ] );
}
if( gfSettingOfDontAnimateSmoke != gGameSettings.fOptions[ TOPTION_ANIMATE_SMOKE ] && gfWorldLoaded )
{
UpdateSmokeEffectGraphics( );
}
}
void HandleOptionsScreen()
{
HandleSliderBarMovementSounds();
HandleHighLightedText( TRUE );
}
void RenderOptionsScreen()
{
HVOBJECT hPixHandle;
UINT16 usPosY;
UINT8 cnt;
UINT16 usWidth=0;
//Get and display the background image
GetVideoObject(&hPixHandle, guiOptionBackGroundImage);
BltVideoObject(FRAME_BUFFER, hPixHandle, 0, iScreenWidthOffset, iScreenHeightOffset, VO_BLT_SRCTRANSPARENCY,NULL);
//Get and display the titla image
GetVideoObject(&hPixHandle, guiOptionsAddOnImages);
BltVideoObject(FRAME_BUFFER, hPixHandle, 0, iScreenWidthOffset, iScreenHeightOffset, VO_BLT_SRCTRANSPARENCY,NULL);
BltVideoObject(FRAME_BUFFER, hPixHandle, 1, iScreenWidthOffset, iScreenHeightOffset + 434, VO_BLT_SRCTRANSPARENCY,NULL);
//
// Text for the toggle boxes
//
usPosY = OPT_TOGGLE_BOX_FIRST_COLUMN_START_Y + OPT_TOGGLE_TEXT_OFFSET_Y;
//Display the First column of toggles
for( cnt=0; cnt<gubFirstColOfOptions; cnt++)
{
//if this is the blood and gore option, and we are to hide the option
if( cnt == TOPTION_BLOOD_N_GORE && gfHideBloodAndGoreOption )
{
//advance to the next
continue;
}
usWidth = StringPixLength( zOptionsToggleText[ cnt ], OPT_MAIN_FONT );
//if the string is going to wrap, move the string up a bit
if( usWidth > OPT_TOGGLE_BOX_TEXT_WIDTH )
DisplayWrappedString( OPT_TOGGLE_BOX_FIRST_COL_TEXT_X, usPosY, OPT_TOGGLE_BOX_TEXT_WIDTH, 2, OPT_MAIN_FONT, OPT_MAIN_COLOR, zOptionsToggleText[ cnt ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
else
DrawTextToScreen( zOptionsToggleText[ cnt ], OPT_TOGGLE_BOX_FIRST_COL_TEXT_X, usPosY, 0, OPT_MAIN_FONT, OPT_MAIN_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
usPosY += OPT_GAP_BETWEEN_TOGGLE_BOXES;
}
usPosY = OPT_TOGGLE_BOX_SECOND_COLUMN_START_Y + OPT_TOGGLE_TEXT_OFFSET_Y;
//Display the 2nd column of toggles
for( cnt=gubFirstColOfOptions; cnt<NUM_GAME_OPTIONS; cnt++)
{
usWidth = StringPixLength( zOptionsToggleText[ cnt ], OPT_MAIN_FONT );
//if the string is going to wrap, move the string up a bit
if( usWidth > OPT_TOGGLE_BOX_TEXT_WIDTH )
DisplayWrappedString( OPT_TOGGLE_BOX_SECOND_TEXT_X, usPosY, OPT_TOGGLE_BOX_TEXT_WIDTH, 2, OPT_MAIN_FONT, OPT_MAIN_COLOR, zOptionsToggleText[ cnt ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
else
DrawTextToScreen( zOptionsToggleText[ cnt ], OPT_TOGGLE_BOX_SECOND_TEXT_X, usPosY, 0, OPT_MAIN_FONT, OPT_MAIN_COLOR, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
usPosY += OPT_GAP_BETWEEN_TOGGLE_BOXES;
}
//
// Text for the Slider Bars
//
//Display the Sound Fx text
DisplayWrappedString( OPT_SOUND_FX_TEXT_X, OPT_SOUND_FX_TEXT_Y, OPT_SLIDER_TEXT_WIDTH, 2, OPT_SLIDER_FONT, OPT_MAIN_COLOR, zOptionsText[ OPT_SOUND_FX ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
//Display the Speech text
DisplayWrappedString( OPT_SPEECH_TEXT_X, OPT_SPEECH_TEXT_Y, OPT_SLIDER_TEXT_WIDTH, 2, OPT_SLIDER_FONT, OPT_MAIN_COLOR, zOptionsText[ OPT_SPEECH ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
//Display the Music text
DisplayWrappedString( OPT_MUSIC_TEXT_X, OPT_MUSIC_TEXT_Y, OPT_SLIDER_TEXT_WIDTH, 2, OPT_SLIDER_FONT, OPT_MAIN_COLOR, zOptionsText[ OPT_MUSIC ], FONT_MCOLOR_BLACK, FALSE, CENTER_JUSTIFIED );
InvalidateRegion( OPTIONS__TOP_LEFT_X, OPTIONS__TOP_LEFT_Y, OPTIONS__BOTTOM_RIGHT_X, OPTIONS__BOTTOM_RIGHT_Y);
}
void GetOptionsScreenUserInput()
{
InputAtom Event;
POINT MousePos;
GetCursorPos(&MousePos);
ScreenToClient(ghWindow, &MousePos); // In window coords!
while( DequeueEvent( &Event ) )
{
// HOOK INTO MOUSE HOOKS
switch( Event.usEvent)
{
case LEFT_BUTTON_DOWN:
MouseSystemHook(LEFT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
case LEFT_BUTTON_UP:
MouseSystemHook(LEFT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y ,_LeftButtonDown, _RightButtonDown);
break;
case RIGHT_BUTTON_DOWN:
MouseSystemHook(RIGHT_BUTTON_DOWN, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
case RIGHT_BUTTON_UP:
MouseSystemHook(RIGHT_BUTTON_UP, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
case RIGHT_BUTTON_REPEAT:
MouseSystemHook(RIGHT_BUTTON_REPEAT, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
case LEFT_BUTTON_REPEAT:
MouseSystemHook(LEFT_BUTTON_REPEAT, (INT16)MousePos.x, (INT16)MousePos.y,_LeftButtonDown, _RightButtonDown);
break;
}
if( !HandleTextInput( &Event ) && Event.usEvent == KEY_DOWN )
{
switch( Event.usParam )
{
case ESC:
SetOptionsExitScreen( guiPreviousOptionScreen );
break;
//Enter the save game screen
case 's':
case 'S':
//if the save game button isnt disabled
if( ButtonList[ guiOptGotoSaveGameBtn ]->uiFlags & BUTTON_ENABLED )
{
SetOptionsExitScreen( SAVE_LOAD_SCREEN );
gfSaveGame = TRUE;
}
break;
//Enter the Load game screen
case 'l':
case 'L':
SetOptionsExitScreen( SAVE_LOAD_SCREEN );
gfSaveGame = FALSE;
break;
#ifdef JA2TESTVERSION
case 'r':
gfRedrawOptionsScreen = TRUE;
break;
case 'i':
InvalidateRegion( 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT );
break;
//Test keys
case 'y':
{
static UINT32 uiTest2 = NO_SAMPLE;
if( !SoundIsPlaying( uiTest2 ) )
uiTest2 = PlayJA2SampleFromFile( "Sounds\\RAID Dive.wav", RATE_11025, HIGHVOLUME, 1 , MIDDLEPAN );
}
break;
case 't':
{
/*
{
CHAR8 zCdromRootDrive[512];
HWFILE hFile;
if( !GetCdromLocationFromIniFile( zCdromRootDrive ) )
return;
//Check if a file exists on the cdrom
sprintf( zCdromRootDrive, "%sData\\NPC_Speech.slf", zCdromRootDrive );
// if( FileExistsNoDB( zCdromRootDrive ) )
hFile = FileOpen( zCdromRootDrive, FILE_ACCESS_READ | FILE_OPEN_EXISTING, FALSE );
if( hFile != 0 )
{
FileClose( hFile );
sprintf( zCdromRootDrive, "%sData\\NPC_Speech.slf", zCdromRootDrive );
}
else
{
sprintf( zCdromRootDrive, "%sData\\NPC_Speech.slf", zCdromRootDrive );
}
uiLastTimeToCheckCDromDrive = GetJA2Clock();
}
*/
}
break;
case 'z':
SetErrorMode( SEM_FAILCRITICALERRORS );
break;
case 'q':
// ShouldMercSayPrecedentToRepeatOneSelf( 11, 99 );
break;
#endif
}
}
}
}
void SetOptionsExitScreen( UINT32 uiExitScreen )
{
guiOptionsScreen = uiExitScreen;
gfOptionsScreenExit = TRUE;
}
void BtnOptGotoSaveGameCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
SetOptionsExitScreen( SAVE_LOAD_SCREEN );
gfSaveGame = TRUE;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
void BtnOptGotoLoadGameCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
SetOptionsExitScreen( SAVE_LOAD_SCREEN );
gfSaveGame = FALSE;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
void BtnOptQuitCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
//Confirm the Exit to the main menu screen
DoOptionsMessageBox( MSG_BOX_BASIC_STYLE, zOptionsText[OPT_RETURN_TO_MAIN], OPTIONS_SCREEN, MSG_BOX_FLAG_YESNO, ConfirmQuitToMainMenuMessageBoxCallBack );
/// SetOptionsExitScreen( MAINMENU_SCREEN );
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
void BtnDoneCallback(GUI_BUTTON *btn,INT32 reason)
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
SetOptionsExitScreen( guiPreviousOptionScreen );
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE)
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
void BtnOptionsTogglesCallback( GUI_BUTTON *btn, INT32 reason )
{
UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 );
if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if( btn->uiFlags & BUTTON_CLICKED_ON )
{
HandleOptionToggle( ubButton, TRUE, FALSE, FALSE );
// gGameSettings.fOptions[ ubButton ] = TRUE;
btn->uiFlags |= BUTTON_CLICKED_ON;
}
else
{
btn->uiFlags &= ~BUTTON_CLICKED_ON;
HandleOptionToggle( ubButton, FALSE, FALSE, FALSE);
}
}
else if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
if( btn->uiFlags & BUTTON_CLICKED_ON )
{
HandleOptionToggle( ubButton, TRUE, TRUE, FALSE );
btn->uiFlags |= BUTTON_CLICKED_ON;
}
else
{
btn->uiFlags &= ~BUTTON_CLICKED_ON;
HandleOptionToggle( ubButton, FALSE, TRUE, FALSE );
}
}
}
void HandleOptionToggle( UINT8 ubButton, BOOLEAN fState, BOOLEAN fDown, BOOLEAN fPlaySound )
{
static UINT32 uiOptionToggleSound = NO_SAMPLE;
// static BOOLEAN fCheckBoxDrawnDownLastTime = FALSE;
if( fState )
{
gGameSettings.fOptions[ ubButton ] = TRUE;
ButtonList[ guiOptionsToggles[ ubButton ] ]->uiFlags |= BUTTON_CLICKED_ON;
if( fDown )
DrawCheckBoxButtonOn( guiOptionsToggles[ ubButton ] );
}
else
{
gGameSettings.fOptions[ ubButton ] = FALSE;
ButtonList[ guiOptionsToggles[ ubButton ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
if( fDown )
DrawCheckBoxButtonOff( guiOptionsToggles[ ubButton ] );
//check to see if the user is unselecting either the spech or subtitles toggle
if( ubButton == TOPTION_SPEECH || ubButton == TOPTION_SUBTITLES )
{
//make sure that at least of of the toggles is still enabled
if( !(ButtonList[ guiOptionsToggles[ TOPTION_SPEECH ] ]->uiFlags & BUTTON_CLICKED_ON) )
{
if( !( ButtonList[ guiOptionsToggles[ TOPTION_SUBTITLES ] ]->uiFlags & BUTTON_CLICKED_ON ) )
{
gGameSettings.fOptions[ ubButton ] = TRUE;
ButtonList[ guiOptionsToggles[ ubButton ] ]->uiFlags |= BUTTON_CLICKED_ON;
//Confirm the Exit to the main menu screen
DoOptionsMessageBox( MSG_BOX_BASIC_STYLE, zOptionsText[OPT_NEED_AT_LEAST_SPEECH_OR_SUBTITLE_OPTION_ON], OPTIONS_SCREEN, MSG_BOX_FLAG_OK, NULL );
gfExitOptionsDueToMessageBox = FALSE;
}
}
}
}
//stop the sound if
// if( SoundIsPlaying( uiOptionToggleSound ) && !fDown )
{
SoundStop( uiOptionToggleSound );
}
if( fPlaySound )
{
if( fDown )
{
// case BTN_SND_CLICK_OFF:
PlayJA2Sample( BIG_SWITCH3_IN, RATE_11025, BTNVOLUME, 1, MIDDLEPAN );
}
else
{
// case BTN_SND_CLICK_ON:
PlayJA2Sample( BIG_SWITCH3_OUT, RATE_11025, BTNVOLUME, 1, MIDDLEPAN );
}
}
}
void SoundFXSliderChangeCallBack( INT32 iNewValue )
{
SetSoundEffectsVolume( iNewValue );
guiSoundFxSliderMoving = GetJA2Clock();
}
void SpeechSliderChangeCallBack( INT32 iNewValue )
{
SetSpeechVolume( iNewValue );
guiSpeechSliderMoving = GetJA2Clock();
}
void MusicSliderChangeCallBack( INT32 iNewValue )
{
MusicSetVolume( iNewValue );
}
BOOLEAN DoOptionsMessageBoxWithRect( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback, SGPRect *pCenteringRect )
{
// reset exit mode
gfExitOptionsDueToMessageBox = TRUE;
// do message box and return
giOptionsMessageBox = DoMessageBox( ubStyle, zString, uiExitScreen, ( UINT16 ) ( usFlags| MSG_BOX_FLAG_USE_CENTERING_RECT ), ReturnCallback, pCenteringRect );
// send back return state
return( ( giOptionsMessageBox != -1 ) );
}
BOOLEAN DoOptionsMessageBox( UINT8 ubStyle, const STR16 zString, UINT32 uiExitScreen, UINT16 usFlags, MSGBOX_CALLBACK ReturnCallback )
{
SGPRect CenteringRect= {0, 0, SCREEN_WIDTH-1, SCREEN_HEIGHT-1 };
// reset exit mode
gfExitOptionsDueToMessageBox = TRUE;
// do message box and return
giOptionsMessageBox = DoMessageBox( ubStyle, zString, uiExitScreen, ( UINT16 ) ( usFlags| MSG_BOX_FLAG_USE_CENTERING_RECT ), ReturnCallback, &CenteringRect );
// send back return state
return( ( giOptionsMessageBox != -1 ) );
}
void ConfirmQuitToMainMenuMessageBoxCallBack( UINT8 bExitValue )
{
// yes, Quit to main menu
if( bExitValue == MSG_BOX_RETURN_YES )
{
gfEnteredFromMapScreen = FALSE;
gfExitOptionsAfterMessageBox = TRUE;
SetOptionsExitScreen( MAINMENU_SCREEN );
if (is_networked)
{
// haydent
server_disconnect();
client_disconnect();
}
//We want to reinitialize the game
ReStartingGame();
}
else
{
gfExitOptionsAfterMessageBox = FALSE;
gfExitOptionsDueToMessageBox = FALSE;
}
}
void SetOptionsScreenToggleBoxes()
{
UINT8 cnt;
for( cnt=0; cnt<NUM_GAME_OPTIONS; cnt++)
{
if( gGameSettings.fOptions[ cnt ] )
ButtonList[ guiOptionsToggles[ cnt ] ]->uiFlags |= BUTTON_CLICKED_ON;
else
ButtonList[ guiOptionsToggles[ cnt ] ]->uiFlags &= (~BUTTON_CLICKED_ON );
}
}
void GetOptionsScreenToggleBoxes()
{
UINT8 cnt;
for( cnt=0; cnt<NUM_GAME_OPTIONS; cnt++)
{
if( ButtonList[ guiOptionsToggles[ cnt ] ]->uiFlags & BUTTON_CLICKED_ON )
gGameSettings.fOptions[ cnt ] = TRUE;
else
gGameSettings.fOptions[ cnt ] = FALSE;
}
}
void HandleSliderBarMovementSounds()
{
static UINT32 uiLastSoundFxTime=0;
static UINT32 uiLastSpeechTime=0;
static UINT32 uiLastPlayingSoundID = NO_SAMPLE;
static UINT32 uiLastPlayingSpeechID = NO_SAMPLE;
if( ( uiLastSoundFxTime - OPT_MUSIC_SLIDER_PLAY_SOUND_DELAY ) > guiSoundFxSliderMoving )
{
guiSoundFxSliderMoving = 0xffffffff;
//The slider has stopped moving, reset the ambient sector sounds ( so it will change the volume )
if( !DidGameJustStart() )
HandleNewSectorAmbience( gTilesets[ giCurrentTilesetID ].ubAmbientID );
if( !SoundIsPlaying( uiLastPlayingSoundID ) )
uiLastPlayingSoundID = PlayJA2SampleFromFile( "Sounds\\Weapons\\LMG Reload.wav", RATE_11025, HIGHVOLUME, 1 , MIDDLEPAN );
}
else
uiLastSoundFxTime = GetJA2Clock();
if( ( uiLastSpeechTime - OPT_MUSIC_SLIDER_PLAY_SOUND_DELAY ) > guiSpeechSliderMoving )
{
guiSpeechSliderMoving = 0xffffffff;
if( !SoundIsPlaying( uiLastPlayingSpeechID ) )
uiLastPlayingSpeechID = PlayJA2GapSample( "BattleSnds\\m_cool.wav", RATE_11025, HIGHVOLUME, 1, MIDDLEPAN, NULL );
}
else
uiLastSpeechTime = GetJA2Clock();
}
void SelectedOptionTextRegionCallBack(MOUSE_REGION * pRegion, INT32 iReason )
{
UINT8 ubButton = (UINT8)MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
HandleOptionToggle( ubButton, (BOOLEAN)(!gGameSettings.fOptions[ ubButton ]), FALSE, TRUE );
InvalidateRegion(pRegion->RegionTopLeftX, pRegion->RegionTopLeftY, pRegion->RegionBottomRightX, pRegion->RegionBottomRightY);
}
else if( iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN )//iReason & MSYS_CALLBACK_REASON_LBUTTON_REPEAT ||
{
if( gGameSettings.fOptions[ ubButton ] )
{
HandleOptionToggle( ubButton, TRUE, TRUE, TRUE );
}
else
{
HandleOptionToggle( ubButton, FALSE, TRUE, TRUE );
}
}
}
void SelectedOptionTextRegionMovementCallBack(MOUSE_REGION * pRegion, INT32 reason )
{
INT8 bButton = (INT8)MSYS_GetRegionUserData( pRegion, 0 );
if( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
HandleHighLightedText( FALSE );
gbHighLightedOptionText = -1;
InvalidateRegion(pRegion->RegionTopLeftX, pRegion->RegionTopLeftY, pRegion->RegionBottomRightX, pRegion->RegionBottomRightY);
}
else if( reason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
gbHighLightedOptionText = bButton;
InvalidateRegion(pRegion->RegionTopLeftX, pRegion->RegionTopLeftY, pRegion->RegionBottomRightX, pRegion->RegionBottomRightY);
}
}
void HandleHighLightedText( BOOLEAN fHighLight )
{
UINT16 usPosX=0;
UINT16 usPosY=0;
UINT8 ubCnt;
INT8 bHighLight=-1;
UINT16 usWidth;
static INT8 bLastRegion = -1;
if( gbHighLightedOptionText == -1 )
fHighLight = FALSE;
//if the user has the mouse in one of the checkboxes
for( ubCnt=0; ubCnt<NUM_GAME_OPTIONS;ubCnt++)
{
if( ubCnt == TOPTION_BLOOD_N_GORE && gfHideBloodAndGoreOption )
{
//advance to the next
continue;
}
if( ButtonList[ guiOptionsToggles[ ubCnt ] ]->Area.uiFlags & MSYS_MOUSE_IN_AREA )
{
gbHighLightedOptionText = ubCnt;
fHighLight = TRUE;
}
}
// If there is a valid section being highlighted
if( gbHighLightedOptionText != -1 )
{
bLastRegion = gbHighLightedOptionText;
}
bHighLight = gbHighLightedOptionText;
if( bLastRegion != -1 && gbHighLightedOptionText == -1 )
{
fHighLight = FALSE;
bHighLight = bLastRegion;
bLastRegion = -1;
}
//If we are to hide the blood and gore option, and we are to highlight an option past the blood and gore option
//reduce the highlight number by 1
if( bHighLight >= TOPTION_BLOOD_N_GORE && gfHideBloodAndGoreOption )
{
bHighLight--;
}
if( bHighLight != -1 )
{
if( bHighLight < OPT_FIRST_COLUMN_TOGGLE_CUT_OFF )
{
usPosX = OPT_TOGGLE_BOX_FIRST_COL_TEXT_X;
usPosY = OPT_TOGGLE_BOX_FIRST_COLUMN_START_Y + OPT_TOGGLE_TEXT_OFFSET_Y + ( bHighLight * OPT_GAP_BETWEEN_TOGGLE_BOXES ) ;
}
else
{
usPosX = OPT_TOGGLE_BOX_SECOND_TEXT_X;
usPosY = OPT_TOGGLE_BOX_SECOND_COLUMN_START_Y + OPT_TOGGLE_TEXT_OFFSET_Y + ( ( bHighLight - OPT_FIRST_COLUMN_TOGGLE_CUT_OFF ) * OPT_GAP_BETWEEN_TOGGLE_BOXES ) ;
}
//If we are to hide the blood and gore option, and we are to highlight an option past the blood and gore option
//reduce the highlight number by 1
if( bHighLight >= TOPTION_BLOOD_N_GORE && gfHideBloodAndGoreOption )
{
bHighLight++;
}
usWidth = StringPixLength( zOptionsToggleText[ bHighLight ], OPT_MAIN_FONT );
//if the string is going to wrap, move the string up a bit
if( usWidth > OPT_TOGGLE_BOX_TEXT_WIDTH )
{
if( fHighLight )
DisplayWrappedString( usPosX, usPosY, OPT_TOGGLE_BOX_TEXT_WIDTH, 2, OPT_MAIN_FONT, OPT_HIGHLIGHT_COLOR, zOptionsToggleText[ bHighLight ], FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
// DrawTextToScreen( zOptionsToggleText[ bHighLight ], usPosX, usPosY, 0, OPT_MAIN_FONT, OPT_HIGHLIGHT_COLOR, FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
else
DisplayWrappedString( usPosX, usPosY, OPT_TOGGLE_BOX_TEXT_WIDTH, 2, OPT_MAIN_FONT, OPT_MAIN_COLOR, zOptionsToggleText[ bHighLight ], FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
// DrawTextToScreen( zOptionsToggleText[ bHighLight ], usPosX, usPosY, 0, OPT_MAIN_FONT, OPT_MAIN_COLOR, FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
}
else
{
if( fHighLight )
DrawTextToScreen( zOptionsToggleText[ bHighLight ], usPosX, usPosY, 0, OPT_MAIN_FONT, OPT_HIGHLIGHT_COLOR, FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
else
DrawTextToScreen( zOptionsToggleText[ bHighLight ], usPosX, usPosY, 0, OPT_MAIN_FONT, OPT_MAIN_COLOR, FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
}
}
}
void SelectedToggleBoxAreaRegionMovementCallBack(MOUSE_REGION * pRegion, INT32 reason )
{
if( reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
}
else if( reason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
UINT8 ubCnt;
//loop through all the toggle box's and remove the in area flag
for( ubCnt=0;ubCnt<NUM_GAME_OPTIONS;ubCnt++)
{
ButtonList[ guiOptionsToggles[ ubCnt ] ]->Area.uiFlags &= ~MSYS_MOUSE_IN_AREA;
}
gbHighLightedOptionText = -1;
InvalidateRegion(pRegion->RegionTopLeftX, pRegion->RegionTopLeftY, pRegion->RegionBottomRightX, pRegion->RegionBottomRightY);
}
}