Files
source/Options Screen.cpp
T
Wanne e8027d6663 - Made the "Highspeed timer game loop (FF-MOD by tazpn)" optional, so we can decide if we like to build an executable with/without the highspeed timer
o See: builddefines.h: #define USE_HIGHSPEED_GAMELOOP_TIMER
o Gamers reported on the Bears Pit, that an executable compiled WITH the highspeed timer enabled makes the game unplayable slow in mapscreen mode when doing certain actions (repair, ...). That is the reason, why I made the compilation of the highspeed timer optional. Currently it is disabled.

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5355 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-06-25 15:06:04 +00:00

1829 lines
126 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"
#include "Sys Globals.h"
#endif
#include "Cheats.h"
#include "connect.h"
#include "WorldMan.h"
#include "Game Events.h"
#include "PostalService.h"
extern CPostalService gPostalService;
/////////////////////////////////
//
// 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
// these both could be established at run time, then never worry about it again
// derived from "OPTIONSCREENBASE.sti"
#define OPTIONS_SCREEN_WIDTH 638
#define OPTIONS_SCREEN_HEIGHT 478
#define OPTIONS__TOP_LEFT_X iScreenWidthOffset
#define OPTIONS__TOP_LEFT_Y iScreenHeightOffset
#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 + 50
#define OPT_SAVE_BTN_Y iScreenHeightOffset + 438
#define OPT_LOAD_BTN_X iScreenWidthOffset + 120
#define OPT_LOAD_BTN_Y OPT_SAVE_BTN_Y
#define OPT_QUIT_BTN_X iScreenWidthOffset + 190
#define OPT_QUIT_BTN_Y OPT_SAVE_BTN_Y
// ary-05/05/2009 : need more option screen toggles : Add in buttons that allow for options column paging
#define OPT_PREV_BTN_X iScreenWidthOffset + 310
#define OPT_PREV_BTN_Y OPT_SAVE_BTN_Y
#define OPT_NEXT_BTN_X iScreenWidthOffset + 420
#define OPT_NEXT_BTN_Y OPT_SAVE_BTN_Y
#define OPT_DONE_BTN_X iScreenWidthOffset + 550
#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
#define MAX_NUMBER_OF_OPTION_TOGGLES (OPT_FIRST_COLUMN_TOGGLE_CUT_OFF * 2)
/////////////////////////////////
//
// Global Variables
//
/////////////////////////////////
UINT32 guiOptionBackGroundImage;
UINT32 guiOptionsAddOnImages;
UINT32 guiSoundEffectsSliderID;
UINT32 guiSpeechSliderID;
UINT32 guiMusicSliderID;
BOOLEAN gfOptionsScreenEntry = TRUE;
BOOLEAN gfOptionsScreenExit = FALSE;
BOOLEAN gfRedrawOptionsScreen = TRUE;
//CHAR8 gzSavedGameName[ 128 ]; //old
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; //all this blood gore option enforcment is unused
//If a germany build we are to hide the blood and gore option
//UINT8 gubFirstColOfOptions=OPT_FIRST_COLUMN_TOGGLE_CUT_OFF; // old
BOOLEAN gfSettingOfTreeTopStatusOnEnterOfOptionScreen; //this is temp holder for the world state prior to any changes
BOOLEAN gfSettingOfItemGlowStatusOnEnterOfOptionScreen; //this is temp holder for the world state prior to any changes
BOOLEAN gfSettingOfDontAnimateSmoke; //this is temp holder for the world state prior to any changes
BOOLEAN gfSettingOfTacticalFaceIcon; //this is temp holder for the world state prior to any changes
// 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;
// arynn : need more option screen toggles : Add in button that allow for options column paging
// Options Screen globals
INT16 OptionsList_Column_Offset = 0 ; // the first column's -or- "half page" start
INT16 Current_First_Option_Index; // index of the first (single) option in the first column, used in lookup option vs togglebox
INT16 Max_Number_Of_Pages = 0 ; // dynamic column counter per build/mode type
void Establish_Options_Screen_Rules(void); // define the display rules
void Build_Options_List_Reinterpretation(void); // interpret rules and build a set of which options are used for use in options screen
void Create_Toggle_Buttons(void); // these two are blcok removals from functions, an isolation of toggle create/destroy
void Destroy_Toggle_Buttons(void);
void Handle_ButtonStyle_Options( UINT8 Button_UserData_1 );
// Next Button
void BtnOptNextCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiOptNextButton;
INT32 giOptNextBtnImage;
// Prev Button
void BtnOptPrevCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiOptPrevButton;
INT32 giOptPrevBtnImage;
// 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[ MAX_NUMBER_OF_OPTION_TOGGLES ]; //array of ButtonID, index's for button list
BOOL Buttons_Exist_State = 0;
void BtnOptionsTogglesCallback(GUI_BUTTON *btn,INT32 reason);
//Mouse regions for the name of the option
MOUSE_REGION gSelectedOptionTextRegion[ MAX_NUMBER_OF_OPTION_TOGGLES ];
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 );
//toggle box correspondence to option tracker
//1 define the render rules,
//2 recast real options into new array under constraints of rules,
//3 then using a pager system, create a subset that will fit on screen
int toggle_box_content_rules[NUM_GAME_OPTIONS]; // index = game option value = render state
int toggle_box_gGameSettings_recast[NUM_GAME_OPTIONS+OPT_FIRST_COLUMN_TOGGLE_CUT_OFF];
// index = reinterpreted positions value = game_option or state
//" + OPT_FIRST_COLUMN_TOGGLE_CUT_OFF " to account for potential empty togglebox positions up to next whole column
int toggle_box_array[MAX_NUMBER_OF_OPTION_TOGGLES]; // index = option position on screen value = game_option or state
/////////////////////////////////
//
// Function ProtoTypes
//
/////////////////////////////////
BOOLEAN EnterOptionsScreen();
void RenderOptionsScreen();
void ExitOptionsScreen();
void HandleOptionsScreen();
void GetOptionsScreenUserInput();
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 Button_UserData_0, UINT8 Button_UserData_1, BOOLEAN fState, BOOLEAN fDown, BOOLEAN fPlaySound );
void HandleHighLightedText( BOOLEAN fHighLight );
extern BOOLEAN CheckIfGameCdromIsInCDromDrive();
extern void ToggleItemGlow( BOOLEAN fOn );
/////////////////////////////////
//
// Code
//
/////////////////////////////////
UINT32 OptionsScreenInit()
{
//Set so next time we come in, we can set up
gfOptionsScreenEntry = TRUE;
//init rules and paging extent
Establish_Options_Screen_Rules();
Build_Options_List_Reinterpretation(); //need to calc paging max before next/prev button creation
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 );
}
void Establish_Options_Screen_Rules(void)
{
UINT16 counter;
// ary-05/05/2009 : note : pre-emptive definition of "game options render state". Show/Hide/etc options on option screen.
// : note : enum of states possible :
// : note : state -2 = is a state defined later, after rules build-up, and denotes the unused spots that exceed the final page.
// : note : state -1 = used in toggle_box_array, after rules build-up. and denotes the unused spots that are within last page.
// : note : state 0 = skip this option, consider it to be non-existant.. do not render..
// : note : state 1 = normal, default
// : note : state 2 = text only, no box, no option to toggle, a "header/divider" type rendering
//Re-init toggle_box_content_rules[]
for( counter = 0; counter < NUM_GAME_OPTIONS; counter++)
{
//this loop will re-initialize toggle_box_content_rules[counter1] to "display as normally" state
toggle_box_content_rules[counter] = 1;
}
/////////////////////////////////////////////////////////////////////////////////////////////////////////
////// begining of options content rules ////////////////////////////////////////////////////////////////
/////////////////////////////////////////////////////////////////////////////////////////////////////////
// these rules are first created in "normal" state. So change those where needed.
//if( (is_networked) ) //establish any Multiplayer Options rules
//{
// toggle_box_content_rules[TOPTION_TOGGLE_TURN_MODE] = 0; // do not consider FTM an option when in MP mode
//}
if( !(gGameSettings.fOptions[ TOPTION_SHOW_RESET_ALL_OPTIONS ]) )
{
// hide this to prevent user mistake of reseting options
toggle_box_content_rules[TOPTION_RESET_ALL_OPTIONS] = 0;
}
if( JA2BETAVERSION_FLAG || gGameSettings.fOptions[TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE] )
{
toggle_box_content_rules[TOPTION_CHEAT_MODE_OPTIONS_HEADER] = 2;
toggle_box_content_rules[TOPTION_CHEAT_MODE_OPTIONS_END] = 2;
toggle_box_content_rules[TOPTION_DEBUG_MODE_OPTIONS_HEADER] = 2; //a sample options screen options header (text)
toggle_box_content_rules[TOPTION_DEBUG_MODE_OPTIONS_END] = 2; //a sample options screen options divider(text)
toggle_box_content_rules[TOPTION_LAST_OPTION] = 2; //this is THE LAST option that exists
//example of "options screens option" in action :
if( !(gGameSettings.fOptions[TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP]))
{
toggle_box_content_rules[TOPTION_RENDER_MOUSE_REGIONS] = 0;
}
}
else //establish any NOT in "DEBUG build mode" rules
{
toggle_box_content_rules[TOPTION_CHEAT_MODE_OPTIONS_HEADER] = 0;
toggle_box_content_rules[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] = 0;
toggle_box_content_rules[TOPTION_CHEAT_MODE_OPTIONS_END] = 0;
toggle_box_content_rules[TOPTION_DEBUG_MODE_OPTIONS_HEADER] = 0; //a sample options screen options header (text)
toggle_box_content_rules[TOPTION_REPORT_MISS_MARGIN] = 0;
toggle_box_content_rules[TOPTION_SHOW_RESET_ALL_OPTIONS] = 0; //a sample option that hides/shows another option
toggle_box_content_rules[TOPTION_RESET_ALL_OPTIONS] = 0; // kept inside Debug Builds (dev's quick reset)
toggle_box_content_rules[TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE] = 0;
toggle_box_content_rules[TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP] = 0; //a sample option that hides/shows another option(s)
toggle_box_content_rules[TOPTION_RENDER_MOUSE_REGIONS] = 0; //a sample DEBUG build option
toggle_box_content_rules[TOPTION_DEBUG_MODE_OPTIONS_END] = 0; //a sample options screen options divider
toggle_box_content_rules[TOPTION_LAST_OPTION] = 0; //this is THE LAST option that exists
////however if allowing some debug options to bleed thru to release. Allow these options to be managable.
//if( gGameSettings.fOptions[TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE] )
//{
// toggle_box_content_rules[TOPTION_RETAIN_DEBUG_OPTIONS_IN_RELEASE] = 1;
// toggle_box_content_rules[TOPTION_DEBUG_MODE_RENDER_OPTIONS_GROUP] = 1;
// toggle_box_content_rules[TOPTION_RENDER_MOUSE_REGIONS] = 1;
//}
}
//at this point despite whatever build rules, enable cheat mode options to render
if( CHEATER_CHEAT_LEVEL( ) )
{
toggle_box_content_rules[TOPTION_CHEAT_MODE_OPTIONS_HEADER] = 2; // text only
toggle_box_content_rules[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] = 1;
toggle_box_content_rules[TOPTION_CHEAT_MODE_OPTIONS_END] = 2; // text only
}
}
void Build_Options_List_Reinterpretation(void)
{
// This function fills out a recast of gGameSettings.fOptions[],
// it differs by constraint foun in Establish_Options_Screen_Rules()
INT16 counter1, counter2, index_of_last_valid_option;
for(counter1= 0 ; counter1 < (NUM_GAME_OPTIONS+OPT_FIRST_COLUMN_TOGGLE_CUT_OFF) ; counter1++)
{ toggle_box_gGameSettings_recast[counter1] = -2; }
index_of_last_valid_option = 0; //track where inside the recast we ran out of actual options,
//we then pad the rest with -1's
//also, this is the basis for column counting
// ary-05/05/2009 : counter1 represents the position inside toggle_box_gGameSettings_recast[], we dont skip these until there are no more options
// : counter2 represents the position inside gGameSettings.fOptions[], skip invalids until valid or NUM_GAME_OPTIONS
counter2 = 0; // init prior to the loop
for( counter1 = 0 ; counter1 < NUM_GAME_OPTIONS ; counter1++)
{
for( ; counter2<NUM_GAME_OPTIONS ; )
{
if(toggle_box_content_rules[counter2]) // might be change to bit_vect, or some other mechanic, but for only 0 is not rendered
{
toggle_box_gGameSettings_recast[counter1] = counter2;
index_of_last_valid_option = counter1;
counter2++;
break;
}
counter2++;
}
}
// pick up final tail of toggle box up to the next whole column
if((index_of_last_valid_option+1) % OPT_FIRST_COLUMN_TOGGLE_CUT_OFF)
{
Max_Number_Of_Pages = ((index_of_last_valid_option+1) / OPT_FIRST_COLUMN_TOGGLE_CUT_OFF)+1;
for( counter1 = (index_of_last_valid_option+1) ;
counter1 < (Max_Number_Of_Pages * OPT_FIRST_COLUMN_TOGGLE_CUT_OFF);
counter1++ )
{
toggle_box_gGameSettings_recast[counter1] = -1;
}
}
else
{
Max_Number_Of_Pages = ((index_of_last_valid_option+1) / OPT_FIRST_COLUMN_TOGGLE_CUT_OFF);
// no tail to fill out, index_of_last_valid_option is the last option up to a whole column
}
}
void Create_Toggle_Buttons(void)
{
UINT16 counter1;
UINT16 usPosY, usBoxPosX, usTextPosX;
UINT16 usTextWidth, usTextHeight;
//
// Toggle Boxes
//
// Build up a set of options toggles for render and callbacks. and remember set for deletion of set.
//
// main events:
// fill toggle_box_content_rules[] (content rules), and global state after conditions have been setup
// fill toggle_box_array[], with options based on content rule, or global rules
// show check_box images and text, create mouse regions, based on toggle_box_array[]
// see Destroy_Toggle_Buttons() for handling of deletion (this is all setup to prevent deletion of uncreated regions)
/////////////////////////////////////////////////////////////////////////////////////////////////////////
Establish_Options_Screen_Rules();
Build_Options_List_Reinterpretation(); // based on rules, build a options_screen version of gGameSetting[], and derive max_pages
// at this point we have an array that describes how the toggle boxes will be handled
// only thing left now is to describe the array of toggle_boxes that is currently about to be displayed on screen
// this should be easy enough, just offset into toggle_box_gGameSettings_recast, and direct copy into toggle_box_array
Current_First_Option_Index = OptionsList_Column_Offset * OPT_FIRST_COLUMN_TOGGLE_CUT_OFF;
for( counter1 = 0; counter1<MAX_NUMBER_OF_OPTION_TOGGLES; counter1++)
{
//counter1 represents index within toggle_box_array, we have to handle each one
toggle_box_array[counter1] = toggle_box_gGameSettings_recast[counter1+Current_First_Option_Index];
}
// at this point toggle_box_array has been built properly to content rules.
// now it is time to create/render/keep track of the toggle box options
usTextHeight = GetFontHeight( OPT_MAIN_FONT );
for( counter1=0; counter1<MAX_NUMBER_OF_OPTION_TOGGLES; counter1++)
{
// skip creating toggle box for cases : no option , option supression
if (toggle_box_array[counter1] == -1) // skip every thing for -1
{ continue; }
if (toggle_box_content_rules[toggle_box_array[counter1]] == 2) //skip creating the toggle box | mouse regions
{ // this case isnt creating toggle box, but is still using positions on the list, so adjust the graphics cursor
// init or re-init base points of where graphics/text/regions are going to be placed
if( counter1 % OPT_FIRST_COLUMN_TOGGLE_CUT_OFF == 0 )
{
//reset the vertical position
usPosY = OPT_TOGGLE_BOX_FIRST_COLUMN_START_Y;
}
//skip over vertical portion
usPosY += OPT_GAP_BETWEEN_TOGGLE_BOXES;
//init/reset horizontal
if( counter1 < OPT_FIRST_COLUMN_TOGGLE_CUT_OFF )
{
usBoxPosX = OPT_TOGGLE_BOX_FIRST_COLUMN_X;
usTextPosX = OPT_TOGGLE_BOX_FIRST_COL_TEXT_X;
}
else
{
usBoxPosX = OPT_TOGGLE_BOX_SECOND_COLUMN_X;
usTextPosX = OPT_TOGGLE_BOX_SECOND_TEXT_X;
}
continue;
}
// init or re-init base points of where graphics/text/regions are going to be placed
if( counter1 % OPT_FIRST_COLUMN_TOGGLE_CUT_OFF == 0 )
{
//reset the vertical position
usPosY = OPT_TOGGLE_BOX_FIRST_COLUMN_START_Y;
}
if( counter1 < OPT_FIRST_COLUMN_TOGGLE_CUT_OFF )
{
usBoxPosX = OPT_TOGGLE_BOX_FIRST_COLUMN_X;
usTextPosX = OPT_TOGGLE_BOX_FIRST_COL_TEXT_X;
}
else
{
usBoxPosX = OPT_TOGGLE_BOX_SECOND_COLUMN_X;
usTextPosX = OPT_TOGGLE_BOX_SECOND_TEXT_X;
}
// here is the point when the graphical toggle is drawn and associated with a mouse region
//Check box ID stored to guiOptionsToggles[] by toggle option
guiOptionsToggles[ counter1 ] = CreateCheckBoxButton( usBoxPosX, usPosY,
"INTERFACE\\OptionsCheckBoxes_12x12.sti",
MSYS_PRIORITY_HIGH+10,
BtnOptionsTogglesCallback );
//set the toggle box's UserData[0] to the toggle_box index (which toggle box it is)
//set the toggle box's UserData[1] to the option's index (which option the toggle box represents)
MSYS_SetBtnUserData( guiOptionsToggles[ counter1 ], 0, counter1 );
MSYS_SetBtnUserData( guiOptionsToggles[ counter1 ], 1, toggle_box_array[counter1] );
usTextWidth = StringPixLength( zOptionsToggleText[ toggle_box_array[ counter1 ] ], 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[ toggle_box_array[ counter1 ] ], 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[counter1], usBoxPosX+13, usPosY,
(usTextPosX + usTextWidth), (UINT16)(usPosY+usTextHeight*ubNumLines), MSYS_PRIORITY_HIGH,
CURSOR_NORMAL, SelectedOptionTextRegionMovementCallBack, SelectedOptionTextRegionCallBack );
MSYS_AddRegion( &gSelectedOptionTextRegion[counter1]);
//set the text's region's UserData[0] to the toggle_box index (which toggle box it is)
//set the text's region's UserData[1] to the option's index (which option the toggle box represents)
MSYS_SetRegionUserData( &gSelectedOptionTextRegion[ counter1 ], 0, counter1);
MSYS_SetRegionUserData( &gSelectedOptionTextRegion[ counter1 ], 1, toggle_box_array[counter1]);
}
else
{
//Create mouse regions for the option toggle text
MSYS_DefineRegion( &gSelectedOptionTextRegion[counter1], usBoxPosX+13, usPosY,
(usTextPosX + usTextWidth), (UINT16)(usPosY+usTextHeight), MSYS_PRIORITY_HIGH,
CURSOR_NORMAL, SelectedOptionTextRegionMovementCallBack, SelectedOptionTextRegionCallBack );
MSYS_AddRegion( &gSelectedOptionTextRegion[counter1]);
//set the text's region's UserData[0] to the toggle_box index (which toggle box it is)
//set the text's region's UserData[1] to the option's index (which option the toggle box represents)
MSYS_SetRegionUserData( &gSelectedOptionTextRegion[ counter1 ], 0, counter1);
MSYS_SetRegionUserData( &gSelectedOptionTextRegion[ counter1 ], 1, toggle_box_array[counter1]);
}
SetRegionFastHelpText( &gSelectedOptionTextRegion[ counter1 ], zOptionsScreenHelpText[ toggle_box_array[ counter1 ] ] );
SetButtonFastHelpText( guiOptionsToggles[ counter1 ], zOptionsScreenHelpText[ toggle_box_array[ counter1 ] ] );
usPosY += OPT_GAP_BETWEEN_TOGGLE_BOXES;
}
Buttons_Exist_State = 1; // ok check boxes now exist, its safe to allow text highlights
}
void Destroy_Toggle_Buttons(void)
{
UINT8 counter1;
Buttons_Exist_State = 0; // set this to off, prevents HandleOptionsScreen() from causing a CTD when tring to
// higlight text for non-existing checkboxes
//Remove the toggle buttons
for( counter1=0; counter1<MAX_NUMBER_OF_OPTION_TOGGLES; counter1++)
{
if( toggle_box_array[ counter1 ] == -1 )
{
// dont delete non existing buttons
continue;
}
if( toggle_box_content_rules[toggle_box_array[ counter1 ]] == 2 )
{
// dont delete non existing buttons
continue;
}
RemoveButton( guiOptionsToggles[ counter1 ] );
MSYS_RemoveRegion( &gSelectedOptionTextRegion[counter1]);
}
}
BOOLEAN EnterOptionsScreen()
{
VOBJECT_DESC VObjectDesc;
// WANNE: Do not draw the blackground back
//ColorFillVideoSurfaceArea( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, 0 );
//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\\OptionScreenAddons2.sti", -1,2,-1,3,-1 );
guiOptGotoSaveGameBtn = CreateIconAndTextButton( giOptionsButtonImages, zOptionsText[OPT_SAVE_GAME], OPT_BUTTON_FONT2,
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_FONT2,
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_FONT2,
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 );
// ary-05/05/2009 : need more option screen toggles : Add in buttons that allow for options column paging
// Previous Column of options
giOptPrevBtnImage = UseLoadedButtonImage( giOptionsButtonImages, -1,2,-1,3,-1 );
guiOptPrevButton = CreateIconAndTextButton( giOptPrevBtnImage, zOptionsText[OPT_PREV], OPT_BUTTON_FONT2,
OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
OPT_PREV_BTN_X, OPT_PREV_BTN_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnOptPrevCallback);
SpecifyDisabledButtonStyle( guiOptPrevButton, DISABLED_STYLE_HATCHED );
if( OptionsList_Column_Offset == 0 )
{
DisableButton( guiOptPrevButton );
}
// Next Column of options
giOptNextBtnImage = UseLoadedButtonImage( giOptionsButtonImages, -1,2,-1,3,-1 );
guiOptNextButton = CreateIconAndTextButton( giOptNextBtnImage, zOptionsText[OPT_NEXT], OPT_BUTTON_FONT2,
OPT_BUTTON_ON_COLOR, DEFAULT_SHADOW,
OPT_BUTTON_OFF_COLOR, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
OPT_NEXT_BTN_X, OPT_NEXT_BTN_Y, BUTTON_TOGGLE, MSYS_PRIORITY_HIGH,
DEFAULT_MOVE_CALLBACK, BtnOptNextCallback);
SpecifyDisabledButtonStyle( guiOptNextButton, DISABLED_STYLE_HATCHED );
if( OptionsList_Column_Offset >= (Max_Number_Of_Pages-2) )// ary-05/05/2009 : "Max_Number_Of_Pages-2" becaues each "page" = 2 "columns"
{
DisableButton( guiOptNextButton );
}
//Done button
giDoneBtnImage = UseLoadedButtonImage( giOptionsButtonImages, -1,2,-1,3,-1 );
guiDoneButton = CreateIconAndTextButton( giDoneBtnImage, zOptionsText[OPT_DONE], OPT_BUTTON_FONT2,
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 );
Create_Toggle_Buttons(); // ary-05/05/2009 : moved block out of func
//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 ];
gfSettingOfTacticalFaceIcon = gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_ICONS ];
return( TRUE );
}
void ExitOptionsScreen()
{
if( gfExitOptionsDueToMessageBox )
{
gfOptionsScreenExit = FALSE;
if( !gfExitOptionsAfterMessageBox )
return;
gfExitOptionsAfterMessageBox = FALSE;
gfExitOptionsDueToMessageBox = FALSE;
}
//Get the current status of the toggle boxes
GetOptionsScreenToggleBoxes(); //currently empty, used to interpret button states to determine gGameSettings.fOptions[]
//its still remains in case of future dev where any final interpertations may be needed
//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( guiOptNextButton );// ary-05/05/2009 : more option screen toggles
RemoveButton( guiOptPrevButton );
RemoveButton( guiDoneButton );
UnloadButtonImage( giOptionsButtonImages );
UnloadButtonImage( giGotoLoadBtnImage );
UnloadButtonImage( giQuitBtnImage );
UnloadButtonImage( giOptNextBtnImage );// ary-05/05/2009 : more option screen toggles
UnloadButtonImage( giOptPrevBtnImage );
UnloadButtonImage( giDoneBtnImage );
DeleteVideoObjectFromIndex( guiOptionBackGroundImage );
DeleteVideoObjectFromIndex( guiOptionsAddOnImages );
Destroy_Toggle_Buttons(); // ary-05/05/2009 : moved block out of func
//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( );
}
//CHRISL: Reinitialize portrait graphic
if( gfSettingOfTacticalFaceIcon != gGameSettings.fOptions[ TOPTION_SHOW_TACTICAL_FACE_ICONS ] )
{
InitializeTacticalPortraits( );
}
}
void HandleOptionsScreen()
{
HandleSliderBarMovementSounds();
HandleHighLightedText( TRUE );
}
void RenderOptionsScreen()
{
HVOBJECT hPixHandle;
UINT16 usPosY, usPosX;
UINT16 usWidth=0;
UINT8 count;
//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
//
//Display the First column of toggles
for( count=0; count<MAX_NUMBER_OF_OPTION_TOGGLES; count++)
{
if( toggle_box_array[ count ] == -1 )
{ break; }// no text for non existing buttons
//setup base points of where graphics/text/regions are going to be placed
if( count % OPT_FIRST_COLUMN_TOGGLE_CUT_OFF == 0 )
{
//reset the vertical position
usPosY = OPT_TOGGLE_BOX_FIRST_COLUMN_START_Y + OPT_TOGGLE_TEXT_OFFSET_Y;
}
if( count < OPT_FIRST_COLUMN_TOGGLE_CUT_OFF )
{
usPosX = OPT_TOGGLE_BOX_FIRST_COL_TEXT_X;
}
else
{
usPosX = OPT_TOGGLE_BOX_SECOND_TEXT_X;
}
usWidth = StringPixLength( zOptionsToggleText[ toggle_box_array[ count ] ], OPT_MAIN_FONT );
//if the string is going to wrap, move the string up a bit
if( usWidth > OPT_TOGGLE_BOX_TEXT_WIDTH )
DisplayWrappedString( usPosX, usPosY, OPT_TOGGLE_BOX_TEXT_WIDTH, 2, OPT_MAIN_FONT, OPT_MAIN_COLOR,
zOptionsToggleText[ toggle_box_array[ count ] ], FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
else
DrawTextToScreen( zOptionsToggleText[ toggle_box_array[ count ] ], usPosX, 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 (DequeueSpecificEvent(&Event, KEY_DOWN|KEY_UP|KEY_REPEAT))
{
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 )
{
OptionsList_Column_Offset = 0 ; // reset the pager till next visit
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);
}
}
// ary-05/05/2009 : need more option screen toggles : Functions for button callbacks
void BtnOptPrevCallback(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 );
ExitOptionsScreen();
OptionsList_Column_Offset--;
if(OptionsList_Column_Offset < 0) OptionsList_Column_Offset = 0;
OptionsScreenInit(); // ary-05/05/2009 : This is important to refresh the screen properly, it stores a new SAVE_BUFFER
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 BtnOptNextCallback(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 );
ExitOptionsScreen();
OptionsList_Column_Offset++;
if( OptionsList_Column_Offset >= Max_Number_Of_Pages) // ary-05/05/2009 : Max_Number_Of_Pages
OptionsList_Column_Offset = (Max_Number_Of_Pages-1);
OptionsScreenInit(); // ary-05/05/2009 : This is important to refresh the screen properly, it stores a new SAVE_BUFFER
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 Button_UserData_0 = (UINT8)MSYS_GetBtnUserData( btn, 0 );// the toggle box
UINT8 Button_UserData_1 = (UINT8)MSYS_GetBtnUserData( btn, 1 );// the option
if( reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if( btn->uiFlags & BUTTON_CLICKED_ON )
{
HandleOptionToggle( Button_UserData_0, Button_UserData_1, TRUE, FALSE, FALSE );
btn->uiFlags |= BUTTON_CLICKED_ON;
}
else
{
btn->uiFlags &= ~BUTTON_CLICKED_ON;
HandleOptionToggle( Button_UserData_0, Button_UserData_1, FALSE, FALSE, FALSE);
}
}
else if( reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
if( btn->uiFlags & BUTTON_CLICKED_ON )
{
HandleOptionToggle( Button_UserData_0, Button_UserData_1, TRUE, TRUE, FALSE );
btn->uiFlags |= BUTTON_CLICKED_ON;
}
else
{
btn->uiFlags &= ~BUTTON_CLICKED_ON;
HandleOptionToggle( Button_UserData_0, Button_UserData_1, FALSE, TRUE, FALSE );
}
}
}
void Handle_ButtonStyle_Options( UINT8 Button_UserData_1 )
{
// note : This function is where all immediately apply effects occur
// : These options represent button like applications.
// : They are meant to be clicked on, then performed, then reset to off
if( Button_UserData_1 == TOPTION_RESET_ALL_OPTIONS)
{
gGameSettings.fOptions[TOPTION_RESET_ALL_OPTIONS] = FALSE; // kind of redundant,
gGameSettings.fOptions[TOPTION_SHOW_RESET_ALL_OPTIONS] = FALSE; // but example of what would happen after button handlement
InitGameSettings();
}
if( Button_UserData_1 == TOPTION_FORCE_BOBBY_RAY_SHIPMENTS)
{
STRATEGICEVENT *pEvent = gpEventList;
gGameSettings.fOptions[TOPTION_FORCE_BOBBY_RAY_SHIPMENTS] = FALSE; // turn it back off
if ( guiPreviousOptionScreen == MAINMENU_SCREEN) return; //GTFO, not in game,
if( pEvent )
{
// clean up events prior to the DeliverShipment block (below)
// so that we accuately determine EVENT_POSTAL_SERVICE_SHIPMENT events have been removed
DeleteEventsWithDeletionPending();
}
else
{
return; //nothing here, leave
}
while( pEvent )
{
if ( pEvent->ubCallbackID == EVENT_POSTAL_SERVICE_SHIPMENT)
{
gPostalService.DeliverShipment(pEvent->uiParam);
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Forced Bobby Ray's delivery.");
// ok now clean up the events we just forced..
// Use Assert () to help find any cases where these events are NOT deleted
// If they are still in EventList, an empty next Shipment will crash the game
pEvent->ubFlags |= SEF_DELETION_PENDING;
pEvent = pEvent->next; //move to next before deleting current event
Assert(DeleteEventsWithDeletionPending());
}
else
{
pEvent = pEvent->next; //not a shipment move to next
}
}
}
}
void HandleOptionToggle( UINT8 Button_UserData_0, UINT8 Button_UserData_1, BOOLEAN fState, BOOLEAN fDown, BOOLEAN fPlaySound )
{
//Button_UserData_0 = which toggle box within guiOptionsToggles[Button_UserData_0]
//Button_UserData_1 = which option the toggle box represents
static UINT32 uiOptionToggleSound = NO_SAMPLE;
if( fState )
{
gGameSettings.fOptions[ Button_UserData_1 ] = TRUE;
// WANNE: Some settings in a MP game cannot be enabled!
if (is_networked)
{
// General (client & server) restrictions
switch (Button_UserData_1)
{
case TOPTION_ALLOW_REAL_TIME_SNEAK:
case TOPTION_ALLOW_CROWS:
case TOPTION_ALLOW_SOLDIER_TOOLTIPS:
case TOPTION_USE_AUTO_SAVE:
case TOPTION_TOGGLE_TURN_MODE:
case TOPTION_ZOMBIES:
gGameSettings.fOptions[ Button_UserData_1 ] = FALSE;
break;
}
// "Pure" client restrictions
if (!is_server)
{
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
switch (Button_UserData_1)
{
case TOPTION_AUTO_FAST_FORWARD_MODE:
gGameSettings.fOptions[ Button_UserData_1 ] = FALSE;
break;
}
#endif
}
}
else
{
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
switch (Button_UserData_1)
{
// Disable the automatic FF, when the highspeed timer is not set in the ja2.ini
case TOPTION_AUTO_FAST_FORWARD_MODE:
if (!IsHiSpeedClockMode())
gGameSettings.fOptions[ Button_UserData_1 ] = FALSE;
break;
}
#endif
}
ButtonList[ guiOptionsToggles[ Button_UserData_0 ] ]->uiFlags |= BUTTON_CLICKED_ON;
if( fDown )
DrawCheckBoxButtonOn( guiOptionsToggles[ Button_UserData_0 ] );
Handle_ButtonStyle_Options( Button_UserData_1 );
}
else
{
//first test any conditions for non-commital, and/or pre-commital behavior
//check to see if the user is unselecting either the spech or subtitles toggle (pseudo radio style)
if( Button_UserData_1 == TOPTION_SPEECH )
{
gGameSettings.fOptions[TOPTION_SUBTITLES] = TRUE;
}
if( Button_UserData_1 == TOPTION_SUBTITLES )
{
gGameSettings.fOptions[TOPTION_SPEECH] = TRUE;
}
//ok now commit
gGameSettings.fOptions[ Button_UserData_1 ] = FALSE;
// WANNE: Some settings in a MP game cannot be enabled!
if (is_networked)
{
// General (client & server) restrictions
switch (Button_UserData_1)
{
case TOPTION_ALLOW_REAL_TIME_SNEAK:
case TOPTION_ALLOW_CROWS:
case TOPTION_ALLOW_SOLDIER_TOOLTIPS:
case TOPTION_USE_AUTO_SAVE:
case TOPTION_TOGGLE_TURN_MODE:
case TOPTION_ZOMBIES:
gGameSettings.fOptions[ Button_UserData_1 ] = FALSE;
break;
}
// "Pure" client restrictions
if (!is_server)
{
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
switch (Button_UserData_1)
{
case TOPTION_AUTO_FAST_FORWARD_MODE:
gGameSettings.fOptions[ Button_UserData_1 ] = FALSE;
break;
}
#endif
}
}
else
{
#ifdef USE_HIGHSPEED_GAMELOOP_TIMER
switch (Button_UserData_1)
{
// Disable the automatic FF, when the highspeed timer is not set in the ja2.ini
case TOPTION_AUTO_FAST_FORWARD_MODE:
if (!IsHiSpeedClockMode())
gGameSettings.fOptions[ Button_UserData_1 ] = FALSE;
break;
}
#endif
}
ButtonList[ guiOptionsToggles[ Button_UserData_0 ] ]->uiFlags &= ~BUTTON_CLICKED_ON;
if( fDown )
DrawCheckBoxButtonOff( guiOptionsToggles[ Button_UserData_0 ] );
}
//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 );
}
}
ExitOptionsScreen();// ary-05/05/2009 : refresh the screen, toggling some options now affect the rendering of the screen
OptionsScreenInit();
}
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 counter;
for( counter=0; counter < MAX_NUMBER_OF_OPTION_TOGGLES; counter++)
{
if ( toggle_box_array[ counter ] == -1)
{ continue; }//there are no options to set for this toggle_box
if ( toggle_box_content_rules[ toggle_box_array[ counter ] ] == 2)
{ continue; }//there are no options to set for this toggle_box
if( gGameSettings.fOptions[ toggle_box_array[ counter ] ] )
ButtonList[ guiOptionsToggles[ counter ] ]->uiFlags |= BUTTON_CLICKED_ON;
else
ButtonList[ guiOptionsToggles[ counter ] ]->uiFlags &= (~BUTTON_CLICKED_ON );
}
}
void GetOptionsScreenToggleBoxes()
{
// ary-05/05/2009 : note : the function is now entirely defunct, it used to reset option based on button states,
// note : but now options states are handled more directly
// note : I'm leaving the function here just in case some future form of 'wrap-up' code might be needed
;
}
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 )
{
//Region_UserData_0 = which toggle box within guiOptionsToggles[Button_UserData_0]
//Region_UserData_1 = which option the toggle box represents
UINT8 Region_UserData_0 = (UINT8)MSYS_GetRegionUserData( pRegion, 0 );
UINT8 Region_UserData_1 = (UINT8)MSYS_GetRegionUserData( pRegion, 1 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
HandleOptionToggle( Region_UserData_0, Region_UserData_1, (BOOLEAN)(!gGameSettings.fOptions[ Region_UserData_1 ]), 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[ Region_UserData_1 ] )
{
HandleOptionToggle( Region_UserData_0, Region_UserData_1, TRUE, TRUE, TRUE );
}
else
{
HandleOptionToggle( Region_UserData_0, Region_UserData_1, FALSE, TRUE, TRUE );
}
}
}
void SelectedOptionTextRegionMovementCallBack(MOUSE_REGION * pRegion, INT32 reason )
{
INT8 Region_UserData_0 = (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 = Region_UserData_0;
InvalidateRegion( pRegion->RegionTopLeftX, pRegion->RegionTopLeftY,
pRegion->RegionBottomRightX, pRegion->RegionBottomRightY);
}
}
void HandleHighLightedText( BOOLEAN fHighLight )
{
UINT16 usPosX=0;
UINT16 usPosY=0;
UINT8 counter;
INT8 bHighLight=-1;
UINT16 usWidth;
static INT8 bLastRegion = -1;
if(! Buttons_Exist_State)
{
// there are no buttons/text to highlight, time to leave before any attempt to lookup non-existing pointer data
gbHighLightedOptionText = -1;
return;
}
if( gbHighLightedOptionText == -1 )
fHighLight = FALSE;
//if the user has the mouse in one of the checkboxes
for( counter=0; counter< MAX_NUMBER_OF_OPTION_TOGGLES; counter++)
{
if ( toggle_box_array[ counter ] == -1)
{ continue; }//there are no options to set for this toggle_box
if ( toggle_box_content_rules[ toggle_box_array[ counter ] ] == 2)
{ continue; }//there are no options to set for this toggle_box
if( ButtonList[ guiOptionsToggles[ counter ] ]->Area.uiFlags & MSYS_MOUSE_IN_AREA )
{
gbHighLightedOptionText = counter;
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( 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 ) ;
}
usWidth = StringPixLength( zOptionsToggleText[ toggle_box_array[ 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[ toggle_box_array[ bHighLight ] ], FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
else
DisplayWrappedString( usPosX, usPosY, OPT_TOGGLE_BOX_TEXT_WIDTH, 2, OPT_MAIN_FONT, OPT_MAIN_COLOR,
zOptionsToggleText[ toggle_box_array[ bHighLight ] ], FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
}
else
{
if( fHighLight )
DrawTextToScreen( zOptionsToggleText[ toggle_box_array[ bHighLight ] ], usPosX, usPosY, 0,
OPT_MAIN_FONT, OPT_HIGHLIGHT_COLOR, FONT_MCOLOR_BLACK, TRUE, LEFT_JUSTIFIED );
else
DrawTextToScreen( zOptionsToggleText[ toggle_box_array[ 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 counter;
//loop through all the toggle box's and remove the in area flag
for( counter=0; counter < MAX_NUMBER_OF_OPTION_TOGGLES; counter++)
{
if ( toggle_box_array[ counter ] == -1)
{ continue; }//there are no options to set for this toggle_box
if ( toggle_box_content_rules[ toggle_box_array[ counter ] ] == 2)
{ continue; }//there are no options to set for this toggle_box
ButtonList[ guiOptionsToggles[ counter ] ]->Area.uiFlags &= ~MSYS_MOUSE_IN_AREA;
}
gbHighLightedOptionText = -1;
InvalidateRegion( pRegion->RegionTopLeftX, pRegion->RegionTopLeftY,
pRegion->RegionBottomRightX, pRegion->RegionBottomRightY);
}
}