当前位置: 首页>>代码示例>>C++>>正文


C++ UI_WINDOW::set_mask_bmap方法代码示例

本文整理汇总了C++中UI_WINDOW::set_mask_bmap方法的典型用法代码示例。如果您正苦于以下问题:C++ UI_WINDOW::set_mask_bmap方法的具体用法?C++ UI_WINDOW::set_mask_bmap怎么用?C++ UI_WINDOW::set_mask_bmap使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在UI_WINDOW的用法示例。


在下文中一共展示了UI_WINDOW::set_mask_bmap方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: mission_hotkey_init

// ---------------------------------------------------------------------
// mission_hotkey_init()
//
// Initialize the hotkey assignment screen system.  Called when GS_STATE_HOTKEY_SCREEN
// is entered.
//
void mission_hotkey_init()
{
	int i;
	hotkey_buttons *b;

	// pause all beam weapon sounds
	beam_pause_sounds();

	// pause all game music
	audiostream_pause_all();

	reset_hotkeys();
	common_set_interface_palette();  // set the interface palette
	Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
	Ui_window.set_mask_bmap(Hotkey_mask_fname[gr_screen.res]);

	for (i=0; i<NUM_BUTTONS; i++) {
		b = &Buttons[gr_screen.res][i];

		b->button.create(&Ui_window, "", b->x, b->y, 60, 30, i < 2 ? 1 : 0, 1);
		// set up callback for when a mouse first goes over a button
		b->button.set_highlight_action(common_play_highlight_sound);
		b->button.set_bmaps(b->filename);
		b->button.link_hotspot(b->hotspot);
	}

	// add all xstr text
	for(i=0; i<HOTKEY_NUM_TEXT; i++) {
		Ui_window.add_XSTR(&Hotkey_text[gr_screen.res][i]);
	}

	for (i=0; i<LIST_BUTTONS_MAX; i++) {
		List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, (i < 2), 1);
		List_buttons[i].hide();
		List_buttons[i].disable();
	}

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
	Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);

	// ensure help overlay is off
	help_overlay_set_state(HOTKEY_OVERLAY,0);

	// load in relevant bitmaps
	Background_bitmap = bm_load(Hotkey_background_fname[gr_screen.res]);
	if (Background_bitmap < 0) {
		// bitmap didnt load -- this is bad
		Int3();
	}
	Wing_bmp = bm_load("WingDesignator");
	if (Wing_bmp < 0) {
		// bitmap didnt load -- this is bad
		Int3();
	}

	Scroll_offset = 0;
	Selected_line = 1;
	hotkey_build_listing();
}
开发者ID:NonCreature0714,项目名称:freespace2,代码行数:66,代码来源:MissionHotKey.cpp

示例2: red_alert_init

// Called once when red alert interface is started
void red_alert_init()
{
	int i;
	ui_button_info *b;

	if ( Red_alert_inited ) {
		return;
	}

	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Red_alert_mask[gr_screen.res]);

	for (i=0; i<NUM_BUTTONS; i++) {
		b = &Buttons[gr_screen.res][i];

		b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
		// set up callback for when a mouse first goes over a button
		b->button.set_highlight_action(common_play_highlight_sound);
		b->button.set_bmaps(b->filename);
		b->button.link_hotspot(b->hotspot);
	}

	// all text
	for(i=0; i<RED_ALERT_NUM_TEXT; i++){
		Ui_window.add_XSTR(&Red_alert_text[gr_screen.res][i]);
	}

	// set up red alert hotkeys
	Buttons[gr_screen.res][RA_CONTINUE].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
	
	// hud_anim_init(&Flash_anim, Ra_flash_coords[gr_screen.res][RA_X_COORD], Ra_flash_coords[gr_screen.res][RA_Y_COORD], NOX("AlertFlash"));
	// hud_anim_load(&Flash_anim);

	Red_alert_voice = -1;

	if ( !Briefing ) {
		Briefing = &Briefings[0];			
	}

	// load in background image and flashing red alert animation
	Background_bitmap = mission_ui_background_load(Briefing->background[gr_screen.res], Red_alert_fname[gr_screen.res]);

	// Make sure word wrapping and rendering use the same font
	font::set_font(font::FONT1);

	if ( Briefing->num_stages > 0 ) {
		brief_color_text_init(Briefing->stages[0].text.c_str(), Ra_brief_text_wnd_coords[gr_screen.res][RA_W_COORD], default_redalert_briefing_color, 0);
	}

	red_alert_voice_load();

	// we have to reset/setup the shipselect and weaponselect pointers before moving on
	ship_select_common_init();
	weapon_select_common_init();

	Text_delay = timestamp(200);

	Red_alert_voice_started = 0;
	Red_alert_inited = 1;
}
开发者ID:Echelon9,项目名称:fs2open.github.com,代码行数:61,代码来源:redalert.cpp

示例3: pilot_manage_init

void pilot_manage_init(void)
{

	UI_WINDOW *w = &Ui_window;

	// create interface
	Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
	Ui_window.set_mask_bmap(PilotManage_bitmap_mask_fname[gr_screen.res]);

	// load background bitmap
	Background_bitmap = bm_load(PilotManage_bitmap_fname[gr_screen.res]);
	if(Background_bitmap < 0){
		// we failed to load the bitmap - this is very bad
		Int3();
	}

	for (int i=0; i<PM_NUM_BUTTONS; i++) {
		// create the object
		Buttons[gr_screen.res][i].button.create(&Ui_window, "", Buttons[gr_screen.res][i].x, Buttons[gr_screen.res][i].y, 60, 30, Buttons[gr_screen.res][i].repeat, 1);

		// set the sound to play when highlighted
		Buttons[gr_screen.res][i].button.set_highlight_action(common_play_highlight_sound);

		// set the ani for the button
		Buttons[gr_screen.res][i].button.set_bmaps(Buttons[gr_screen.res][i].filename);

		// set the hotspot
		Buttons[gr_screen.res][i].button.link_hotspot(Buttons[gr_screen.res][i].hotspot);
	}
	
	// load in help overlay bitmap	
	// needs to be fixed, taked out to get to compile
	//	help_overlay_load(PILOT_MANAGE_OVERLAY);
//	help_overlay_set_state(PILOT_MANAGE_OVERLAY,0);
	
	
	// button for selecting pilot
	List_region.create(&Ui_window, "", Pilot_manage_list_coords[gr_screen.res][PM_X_COORD], Pilot_manage_list_coords[gr_screen.res][PM_Y_COORD], Pilot_manage_list_coords[gr_screen.res][PM_W_COORD], Pilot_manage_list_coords[gr_screen.res][PM_H_COORD], 0, 1);
	List_region.hide();

	// create input box (for new pilot)
	Inputbox.create(&Ui_window, Pilot_manage_list_coords[gr_screen.res][PM_X_COORD], Pilot_manage_list_coords[gr_screen.res][PM_Y_COORD], Pilot_manage_list_coords[gr_screen.res][PM_W_COORD], CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST);
	Inputbox.set_valid_chars(VALID_PILOT_CHARS);
	Inputbox.disable();
	Inputbox.hide();

	Rank_pips_bitmaps = bm_load_animation("IconRankMini.ani", &Rank_pips_count);	

	pilot_manage_callsign_enter_mode = 0;
	List_scroll_offset = Pic_number = Pic_squad_number;// = Selected_line = 0;

	prev_single_player = -1;
	prev_multi_player = -1;
	
	pilot_manage_init_player_stuff(is_pilot_multi(Player));

	// enable hotkeys from start
	pilot_manage_set_callsign_enter_mode(false);
		
}
开发者ID:chief1983,项目名称:Imperial-Alliance,代码行数:60,代码来源:pilotmanage.cpp

示例4: multi_df_debrief_init

// debrief
void multi_df_debrief_init()
{
	// no longer is mission
	Game_mode &= ~(GM_IN_MISSION);	
	game_flush();

	// call scoring level close for my stats.  Needed for award_init.  The stats will
	// be backed out if used chooses to replace them.
	scoring_level_close();

	// multiplayer debriefing stuff
	multi_debrief_init();

	// close down any old instances of the chatbox
	chatbox_close();

	// create the new one
	chatbox_create();

	// always play success music
	common_music_init(SCORE_DEBRIEF_SUCCESS);

	// setup kill matrix
	multi_df_setup_kill_matrix();

	UI_WINDOW *w;
	ui_button_info *b;
	int idx;

	// load background bitmap
	Multi_df_background_bitmap = bm_load(Multi_df_background_fname[gr_screen.res]);
	Assert(Multi_df_background_bitmap);

	// create the UI window
	Multi_df_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Multi_df_window.set_mask_bmap(Multi_df_mask_fname[gr_screen.res]);
	
	// initialize the control buttons
	for (idx=0; idx<NUM_MULTI_DF_BUTTONS; idx++) {
		b = &Multi_df_buttons[gr_screen.res][idx];

		// create the button
		b->button.create(&Multi_df_window, NULL, b->x, b->y, 60, 30, 1, 1);
		
		// set its highlight action
		b->button.set_highlight_action(common_play_highlight_sound);

		// set its animation bitmaps
		b->button.set_bmaps(b->filename);

		// link the mask hotspot
		b->button.link_hotspot(b->hotspot);
	}		

	// add some text
	w = &Multi_df_window;	
	w->add_XSTR("Accept", 1035, Multi_df_buttons[gr_screen.res][ACCEPT_BUTTON].xt, Multi_df_buttons[gr_screen.res][ACCEPT_BUTTON].yt, &Multi_df_buttons[gr_screen.res][ACCEPT_BUTTON].button, UI_XSTR_COLOR_PINK);
}
开发者ID:DahBlount,项目名称:fs2open.github.com,代码行数:59,代码来源:multi_dogfight.cpp

示例5: cutscenes_screen_init

void cutscenes_screen_init()
{
	int i;
	ui_button_info *b;

	Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
	Ui_window.set_mask_bmap(Cutscene_mask_name[gr_screen.res]);

	for (i=0; i<NUM_BUTTONS; i++) {
		b = &Buttons[gr_screen.res][i];

		b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
		// set up callback for when a mouse first goes over a button
		b->button.set_highlight_action(common_play_highlight_sound);
		b->button.set_bmaps(b->filename);
		b->button.link_hotspot(b->hotspot);
	}

	// add xstrs
	for(i=0; i<NUM_CUTSCENE_TEXT; i++){
		Ui_window.add_XSTR(&Cutscene_text[gr_screen.res][i]);
	}

	Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
	Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
	Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);	

	List_region.create(&Ui_window, "", Cutscene_list_coords[gr_screen.res][0], Cutscene_list_coords[gr_screen.res][1], Cutscene_list_coords[gr_screen.res][2], Cutscene_list_coords[gr_screen.res][3], 0, 1);
	List_region.hide();

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
	Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);

	Background_bitmap = bm_load(Cutscene_bitmap_name[gr_screen.res]);
	Scroll_offset = Selected_line = 0;
	Description_index = -1;

	// when doing a debug version, just put all of the movie files here.
#ifndef NDEBUG
	//Cutscenes_viewable = 0xffffffff;			// makes all cutscenes viewble.
#endif

	if (All_movies_enabled)
		Cutscenes_viewable = 0xffffffff;		//	Cheat code enables all movies.

	Num_files = 0;
	for ( i = 0; i < Num_cutscenes; i++ ) {
		if ( Cutscenes_viewable & (1<<i) ) {
			Cutscene_list[Num_files] = i;
			Num_files++;
		}
	}
}
开发者ID:RandomTiger,项目名称:fs2_Unity,代码行数:54,代码来源:Cutscenes.cpp

示例6: hud_scrollback_init

void hud_scrollback_init()
{
	int i;
	scrollback_buttons *b;

	// pause all game sounds
	beam_pause_sounds();
	audiostream_pause_all();

	common_set_interface_palette("BriefingPalette");  // set the interface palette
	Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
	Ui_window.set_mask_bmap(Hud_mission_log_mask_fname[gr_screen.res]);

	for (i=0; i<NUM_BUTTONS; i++) {
		b = &Buttons[gr_screen.res][i];

		b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
		// set up callback for when a mouse first goes over a button
		b->button.set_highlight_action(common_play_highlight_sound);
		b->button.set_bmaps(b->filename);
		b->button.link_hotspot(b->hotspot);
	}

	// add all strings	
#ifndef MAKE_FS1
	Ui_window.add_XSTR("Continue", 1069, Buttons[gr_screen.res][ACCEPT_BUTTON].xt,  Buttons[gr_screen.res][ACCEPT_BUTTON].yt, &Buttons[gr_screen.res][ACCEPT_BUTTON].button, UI_XSTR_COLOR_PINK);
	Ui_window.add_XSTR("Events", 1070, Buttons[gr_screen.res][SHOW_EVENTS_BUTTON].xt,  Buttons[gr_screen.res][SHOW_EVENTS_BUTTON].yt, &Buttons[gr_screen.res][SHOW_EVENTS_BUTTON].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Objectives", 1071, Buttons[gr_screen.res][SHOW_OBJS_BUTTON].xt,  Buttons[gr_screen.res][SHOW_OBJS_BUTTON].yt, &Buttons[gr_screen.res][SHOW_OBJS_BUTTON].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Messages", 1072, Buttons[gr_screen.res][SHOW_MSGS_BUTTON].xt,  Buttons[gr_screen.res][SHOW_MSGS_BUTTON].yt, &Buttons[gr_screen.res][SHOW_MSGS_BUTTON].button, UI_XSTR_COLOR_GREEN);
#endif

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_UP);
	Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_DOWN);

	Background_bitmap = bm_load(Hud_mission_log_fname[gr_screen.res]);
#ifdef MAKE_FS1
	Status_bitmap = bm_load(Hud_mission_log_status_fname[gr_screen.res]);
#endif

	message_log_init_scrollback(Hud_mission_log_list_coords[gr_screen.res][2]);
	if (Scrollback_mode == SCROLLBACK_MODE_EVENT_LOG)
		Scroll_max = Num_log_lines * gr_get_font_height();
	else if (Scrollback_mode == SCROLLBACK_MODE_OBJECTIVES)
		Scroll_max = Num_obj_lines * gr_get_font_height();
	else
		Scroll_max = hud_query_scrollback_size();

	Num_obj_lines = ML_objectives_init(Hud_mission_log_list_coords[gr_screen.res][0], Hud_mission_log_list_coords[gr_screen.res][1], Hud_mission_log_list_coords[gr_screen.res][2], Hud_mission_log_list_objective_x_coord[gr_screen.res]);
	hud_scroll_reset();
}
开发者ID:lubomyr,项目名称:freespace2,代码行数:51,代码来源:hudmessage.cpp

示例7: cutscenes_screen_init

void cutscenes_screen_init()
{
	int i;
	ui_button_info *b;

	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Cutscene_mask_name[gr_screen.res]);

	for (i=0; i<NUM_BUTTONS; i++) {
		b = &Buttons[gr_screen.res][i];

		b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
		// set up callback for when a mouse first goes over a button
		b->button.set_highlight_action(common_play_highlight_sound);
		b->button.set_bmaps(b->filename);
		b->button.link_hotspot(b->hotspot);
	}

	// add xstrs
	for(i=0; i<NUM_CUTSCENE_TEXT; i++){
		Ui_window.add_XSTR(&Cutscene_text[gr_screen.res][i]);
	}

	Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
	Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
	Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);	

	List_region.create(&Ui_window, "", Cutscene_list_coords[gr_screen.res][0], Cutscene_list_coords[gr_screen.res][1], Cutscene_list_coords[gr_screen.res][2], Cutscene_list_coords[gr_screen.res][3], 0, 1);
	List_region.hide();

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
	Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);

	Background_bitmap = bm_load(Cutscene_bitmap_name[gr_screen.res]);
	Scroll_offset = Selected_line = 0;
	Description_index = -1;

    Cutscene_list.clear();
	
	int u = 0;
	for (SCP_vector<cutscene_info>::iterator cut = Cutscenes.begin(); cut != Cutscenes.end(); ++cut, u++) {
		if ( (*cut).viewable ) {
			Cutscene_list.push_back(u);
		}
	}
}
开发者ID:n-kawamt,项目名称:fs2open_snapshot,代码行数:47,代码来源:cutscenes.cpp

示例8: gameplay_help_init

// called once when the gameplay help state is entered
void gameplay_help_init()
{
	int i;
	gameplay_help_buttons *b;

	if ( Gameplay_help_inited ) {
		return;
	}

	common_set_interface_palette("InterfacePalette");  // set the interface palette
	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Game_help_mask_filename[gr_screen.res]);

	for (i=0; i<NUM_BUTTONS; i++) {
		b = &Buttons[gr_screen.res][i];

		b->button.create(&Ui_window, "", b->x, b->y, 60, 30, 0, 1);
		// set up callback for when a mouse first goes over a button
		b->button.set_highlight_action(common_play_highlight_sound);
		b->button.set_bmaps(b->filename);
		b->button.link_hotspot(b->hotspot);
	}

	// add all xstrs
	for (i=0; i<GAME_HELP_NUM_TEXT; i++)
	{
		Ui_window.add_XSTR(&Game_help_text[gr_screen.res][i]);
	}

	// set the proper last screen # based upon game mode
	if(Game_mode & GM_MULTIPLAYER){
		Gp_last_screen = GP_LAST_SCREEN_MULTI;
	} else {
		Gp_last_screen = GP_LAST_SCREEN_SINGLE;
	}

	// setup hotkeys so lights flash when keys are pressed
	Buttons[gr_screen.res][CONTINUE_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
	Buttons[gr_screen.res][PREVIOUS_PAGE_BUTTON].button.set_hotkey(KEY_LEFT);
	Buttons[gr_screen.res][NEXT_PAGE_BUTTON].button.set_hotkey(KEY_RIGHT);

	Background_bitmap = bm_load(Game_help_filename[gr_screen.res]);

	Current_help_page = GP_HELP_BASIC_KEYS;
	Gameplay_help_inited = 1;
}
开发者ID:VRDate,项目名称:fs2open.github.com,代码行数:47,代码来源:gameplayhelp.cpp

示例9: mht_init

void mht_init()
{	
	int idx;

	// create the interface window
	Mht_window.create(0, 0, gr_screen.max_w_unscaled,gr_screen.max_h_unscaled, 0);
	Mht_window.set_mask_bmap(Mht_bitmap_mask_fname[gr_screen.res]);

	// load the background bitmap
	Mht_bitmap = bm_load(Mht_bitmap_fname[gr_screen.res]);
	if(Mht_bitmap < 0){
		// we failed to load the bitmap - this is very bad
		Int3();
	}
	
	// create the interface buttons
	for(idx=0; idx<MHT_NUM_BUTTONS; idx++){
		// create the object
		Mht_buttons[gr_screen.res][idx].button.create(&Mht_window, "", Mht_buttons[gr_screen.res][idx].x, Mht_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);

		// set the sound to play when highlighted
		Mht_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);

		// set the ani for the button
		Mht_buttons[gr_screen.res][idx].button.set_bmaps(Mht_buttons[gr_screen.res][idx].filename);

		// set the hotspot
		Mht_buttons[gr_screen.res][idx].button.link_hotspot(Mht_buttons[gr_screen.res][idx].hotspot);
	}			

	// remove any multiplayer flags from the game mode
	Game_mode &= ~(GM_MULTIPLAYER);

	// initialize the music
	main_hall_start_music();

	// set the game_mode based on the type of player
	Assert( Player != NULL );
	if ( Player->flags & PLAYER_FLAGS_IS_MULTI ){
		Game_mode = GM_MULTIPLAYER;
	} else {
		Game_mode = GM_NORMAL;
	}
}
开发者ID:Kobrar,项目名称:fs2open.github.com,代码行数:44,代码来源:mainhalltemp.cpp

示例10: multi_pinfo_popup_init

// initialize all popup details (graphics, etc)
void multi_pinfo_popup_init(net_player *np)
{
	int idx;
	
	// no errors to start with
	Multi_pinfo_popup_error = 0;

	// shouldn't be done
	Multi_pinfo_popup_done = 0;

	// store the background as it currently is
	Multi_pinfo_screen_save = gr_save_screen();
	if(Multi_pinfo_screen_save == -1){
		Multi_pinfo_popup_error = 1;
		return;
	}

	// create the interface window
	Multi_pinfo_window.create(0,0,gr_screen.max_w_unscaled,gr_screen.max_h_unscaled,0);
	Multi_pinfo_window.set_mask_bmap(Multi_pinfo_bitmap_mask[gr_screen.res]);

	// load the background bitmap
	Multi_pinfo_bitmap = bm_load(Multi_pinfo_bitmap_name[gr_screen.res]);
	if(Multi_pinfo_bitmap < 0){
		Multi_pinfo_popup_error = 1;
		return;	
	}

	// backup hardware textures setting and bash to max
	Multi_pinfo_hardware_texture_backup = Detail.hardware_textures;
	Detail.hardware_textures = MAX_DETAIL_LEVEL;

	// zero bitmap info
	Mp_pilot.bitmap = -1;
	strcpy_s(Mp_pilot.filename, "");
	Mp_squad.bitmap = -1;
	strcpy_s(Mp_squad.filename, "");

	// set the player status
	multi_pinfo_reset_player(np);	
	
	// create the interface buttons
	for(idx=0;idx<MULTI_PINFO_NUM_BUTTONS;idx++){
		// create the object
		Multi_pinfo_buttons[gr_screen.res][idx].button.create(&Multi_pinfo_window, "", Multi_pinfo_buttons[gr_screen.res][idx].x, Multi_pinfo_buttons[gr_screen.res][idx].y, 1, 1, 0, 1);

		// set the sound to play when highlighted
		Multi_pinfo_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);

		// set the ani for the button
		Multi_pinfo_buttons[gr_screen.res][idx].button.set_bmaps(Multi_pinfo_buttons[gr_screen.res][idx].filename);

		// set the hotspot
		Multi_pinfo_buttons[gr_screen.res][idx].button.link_hotspot(Multi_pinfo_buttons[gr_screen.res][idx].hotspot);
	}			

	// add xstrs
	for(idx=0; idx<MULTI_PINFO_NUM_TEXT; idx++){
		Multi_pinfo_window.add_XSTR(&Multi_pinfo_text[gr_screen.res][idx]);
	}

	// initialize strings	
	Multi_pinfo_stats_labels[0] = vm_strdup(XSTR("Rank", 1007));
	Multi_pinfo_stats_labels[1] = vm_strdup(XSTR("Missions Flown", 1008));
	Multi_pinfo_stats_labels[2] = vm_strdup(XSTR("Flight Time", 1009));
	Multi_pinfo_stats_labels[3] = vm_strdup(XSTR("Last Flown",1010));
	Multi_pinfo_stats_labels[4] = vm_strdup(XSTR("Total Kills", 115));
	Multi_pinfo_stats_labels[5] = vm_strdup(XSTR("Primary Shots Fired", 1012));
	Multi_pinfo_stats_labels[6] = vm_strdup(XSTR("Primary Hit %", 1013));
	Multi_pinfo_stats_labels[7] = vm_strdup(XSTR("Secondary Shots Fired",	1014));
	Multi_pinfo_stats_labels[8] = vm_strdup(XSTR("Secondary Hit %", 1015));				
}
开发者ID:Admiral-MS,项目名称:fs2open.github.com,代码行数:73,代码来源:multi_pinfo.cpp

示例11: chatbox_create

// initialize all chatbox details with the given mode flags
int chatbox_create(int mode_flags)
{
	int idx;
	
	// don't do anything if the chatbox is already initialized
	if (Chatbox_created){
		return -1;
	}

	// probably shouldn't be using the chatbox in single player mode
	Assert(Game_mode & GM_MULTIPLAYER);

	// setup all data to correspond to our mode flags
	chatbox_set_mode(mode_flags);
	
	// initialize all low-level details related to chatting
	chatbox_chat_init();		

	// attempt to load in the chatbox background bitmap
	if(Chatbox_mode_flags & CHATBOX_FLAG_DRAW_BOX){
		Chatbox_big_bitmap = bm_load(Chatbox_big_bitmap_fname[gr_screen.res]);
		Chatbox_small_bitmap = bm_load(Chatbox_small_bitmap_fname[gr_screen.res]);
		Chatbox_mp_bitmap = bm_load(Chatbox_p_bitmap_fname[gr_screen.res]);
		
		if(Chatbox_mode_flags & CHATBOX_FLAG_SMALL){
			Chatbox_bitmap = Chatbox_small_bitmap;
		} else if(Chatbox_mode_flags & CHATBOX_FLAG_BIG){
			Chatbox_bitmap = Chatbox_big_bitmap;
		} else {
			Chatbox_bitmap = Chatbox_mp_bitmap;
		}

		if((Chatbox_bitmap == -1) || (Chatbox_small_bitmap == -1) || (Chatbox_big_bitmap == -1) || (Chatbox_mp_bitmap == -1)){
			return -1;
		}
	}
	
	// attempt to create the ui window for the chatbox and assign the mask
	Chat_window.create( 0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0 );
	Chat_window.set_mask_bmap(Chatbox_mask);	

   // create the chat text enter input area	
	Chat_inputbox.create( &Chat_window, Chatbox_inputbox_x, Chatbox_textenter_y, Chatbox_inputbox_w, CHATBOX_MAX_LEN, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_ESC_CLR | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_EAT_USED, Chatbox_w, Color_netplayer[MY_NET_PLAYER_NUM]);	
	Chat_inputbox.set_focus();
	Chat_inputbox.set_invalid_chars(CHATBOX_INVALID_CHARS);

	// if we're supposed to supply and check for out own buttons
	if((Chatbox_mode_flags & CHATBOX_FLAG_BUTTONS) && (Chatbox_mode_flags & CHATBOX_FLAG_DRAW_BOX)){
		for(idx=0; idx<CHATBOX_NUM_BUTTONS; idx++){
			// create the button			
			Chatbox_buttons[gr_screen.res][idx].button.create(&Chat_window, "", Chatbox_buttons[gr_screen.res][idx].x, Chatbox_buttons[gr_screen.res][idx].y, 60, 30, (idx == CHATBOX_TOGGLE_SIZE) ? 0 : 1);
			
			// set the highlight action
			Chatbox_buttons[gr_screen.res][idx].button.set_highlight_action(common_play_highlight_sound);

			// set the bitmap
			Chatbox_buttons[gr_screen.res][idx].button.set_bmaps(Chatbox_buttons[gr_screen.res][idx].filename);

			// set the hotspot
			Chatbox_buttons[gr_screen.res][idx].button.link_hotspot(Chatbox_buttons[gr_screen.res][idx].hotspot);
		}
		
		// now create the toggle size button with the appropriate button
		if(Chatbox_mode_flags & CHATBOX_FLAG_SMALL){
			Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].button.set_bmaps(Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].filename);
		} else {
			Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE].button.set_bmaps(Chatbox_buttons[gr_screen.res][CHATBOX_TOGGLE_SIZE+1].filename);
		}
	}

	// an invisible button that will set focus to input box when clicked on
	Chat_enter_text.create( &Chat_window, "", 0, 0, 60, 30, 0);
	Chat_enter_text.hide();					// button doesn't show up
	Chat_enter_text.link_hotspot(50);	

	Chatbox_created = 1;
	return 0;
}
开发者ID:DahBlount,项目名称:Freespace-Open-Swifty,代码行数:79,代码来源:chatbox.cpp

示例12: barracks_init

// -----------------------------------------------------------------------------
void barracks_init()
{
	//Set these to null, 'cause they aren't allocated yet.
	Stat_labels = NULL;
	Stats = NULL;

	UI_WINDOW *w = &Ui_window;

	// save current pilot file, so we don't possibly loose it.
	Pilot.save_player();

	// create interface
	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Barracks_bitmap_mask_fname[gr_screen.res]);

	// load background bitmap
	Background_bitmap = bm_load(Barracks_bitmap_fname[gr_screen.res]);
	if(Background_bitmap < 0){
		// we failed to load the bitmap - this is very bad
		Int3();
	}

	// create buttons
	int i;
	for (i=0; i<BARRACKS_NUM_BUTTONS; i++) {
		// create the object
		Buttons[gr_screen.res][i].button.create(&Ui_window, "", Buttons[gr_screen.res][i].x, Buttons[gr_screen.res][i].y, 60, 30, Buttons[gr_screen.res][i].repeat, 1);

		// set the sound to play when highlighted
		Buttons[gr_screen.res][i].button.set_highlight_action(common_play_highlight_sound);

		// set the ani for the button
		Buttons[gr_screen.res][i].button.set_bmaps(Buttons[gr_screen.res][i].filename);

		// set the hotspot
		Buttons[gr_screen.res][i].button.link_hotspot(Buttons[gr_screen.res][i].hotspot);
	}

	// add all strings	
	w->add_XSTR("Create", 1034, Buttons[gr_screen.res][0].text_x,  Buttons[gr_screen.res][0].text_y, &Buttons[gr_screen.res][0].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Accept", 1035, Buttons[gr_screen.res][5].text_x,  Buttons[gr_screen.res][5].text_y, &Buttons[gr_screen.res][5].button, UI_XSTR_COLOR_PINK);
	w->add_XSTR("Help",   928, Buttons[gr_screen.res][6].text_x,  Buttons[gr_screen.res][6].text_y, &Buttons[gr_screen.res][6].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Options",1036, Buttons[gr_screen.res][7].text_x,  Buttons[gr_screen.res][7].text_y, &Buttons[gr_screen.res][7].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Medals", 1037, Buttons[gr_screen.res][8].text_x,  Buttons[gr_screen.res][8].text_y, &Buttons[gr_screen.res][8].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Remove", 1038, Buttons[gr_screen.res][11].text_x,  Buttons[gr_screen.res][11].text_y, &Buttons[gr_screen.res][11].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Select", 1552, Buttons[gr_screen.res][12].text_x,  Buttons[gr_screen.res][12].text_y, &Buttons[gr_screen.res][12].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Clone",  1040, Buttons[gr_screen.res][13].text_x,  Buttons[gr_screen.res][13].text_y, &Buttons[gr_screen.res][13].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Single", 1041, Buttons[gr_screen.res][14].text_x,  Buttons[gr_screen.res][14].text_y,  &Buttons[gr_screen.res][14].button, UI_XSTR_COLOR_GREEN);
	w->add_XSTR("Multi",  1042, Buttons[gr_screen.res][15].text_x,  Buttons[gr_screen.res][15].text_y,  &Buttons[gr_screen.res][15].button, UI_XSTR_COLOR_GREEN);
//	w->add_XSTR("Convert",1043, Buttons[gr_screen.res][16].text_x,  Buttons[gr_screen.res][16].text_y, &Buttons[gr_screen.res][16].button, UI_XSTR_COLOR_GREEN);	
	for(i=0; i<BARRACKS_NUM_TEXT; i++) {
		w->add_XSTR(&Barracks_text[gr_screen.res][i]);
	}

	// button for selecting pilot
	List_region.create(&Ui_window, "", Barracks_list_coords[gr_screen.res][BARRACKS_X_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_Y_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_W_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_H_COORD], 0, 1);
	List_region.hide();

	// create input box (for new pilot)
	Inputbox.create(&Ui_window, Barracks_list_coords[gr_screen.res][BARRACKS_X_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_Y_COORD], Barracks_list_coords[gr_screen.res][BARRACKS_W_COORD], CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST);
	Inputbox.set_valid_chars(VALID_PILOT_CHARS);
	Inputbox.disable();
	Inputbox.hide();

	// load in help overlay bitmap	
	Barracks_overlay_id = help_overlay_get_index(BARRACKS_OVERLAY);
	help_overlay_set_state(Barracks_overlay_id,gr_screen.res,0);

	// other init stuff
	Barracks_callsign_enter_mode = 0;	
	List_scroll_offset = Stats_scroll_offset = Pic_number = Pic_squad_number = Selected_line = 0;
	Cur_pilot = &Players[Player_num];

	// disable squad logo selection buttons in single player
	if(!(Cur_pilot->flags & PLAYER_FLAGS_IS_MULTI)){
		// squad logo picture buttons		
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.hide();
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.disable();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.hide();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.disable();
	} else {
		// squad logo picture buttons		
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.enable();
		Buttons[gr_screen.res][B_SQUAD_PREV_BUTTON].button.unhide();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.enable();
		Buttons[gr_screen.res][B_SQUAD_NEXT_BUTTON].button.unhide();		
	}

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	barracks_set_hotkeys(1);

	// load ramp pips
	Rank_pips_bitmaps = bm_load_animation("IconRankMini.ani", &Rank_pips_count);	

	// load up the pilot pic list
	pilot_load_pic_list();	
	pilot_load_squad_pic_list();
	
	// don't load pilot images yet
//.........这里部分代码省略.........
开发者ID:PhantomHoover,项目名称:fs2open.github.com,代码行数:101,代码来源:barracks.cpp

示例13: credits_init


//.........这里部分代码省略.........
					break;

				case -5:
					ch = 150;
					break;

				case -7:
					ch = 151;
					break;

				case -42:
					ch = 153;
					break;

				case -36:
					ch = 154;
					break;

				case -31:
					ch = 160;
					break;

				case -19:
					ch = 161;
					break;

				case -13:
					ch = 162;
					break;

				case -6:
					ch = 163;
					break;

				case -32:
					ch = 133;
					break;

				case -22:
					ch = 136;
					break;

				case -20:
					ch = 141;
					break;
			}

			*ii = (char) ch;
		}
	}

	int temp_h;
	int h = 0;

	for (iter = Credit_text_parts.begin(); iter != Credit_text_parts.end(); ++iter)
	{
		gr_get_string_size(NULL, &temp_h, iter->c_str(), (int)iter->length());

		h = h + temp_h;
	}

	Credit_start_pos = i2fl(Credits_text_coords[gr_screen.res][CREDITS_H_COORD]);
	Credit_stop_pos = -i2fl(h);
	Credit_position = Credit_start_pos;

	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Credits_bitmap_mask_fname[gr_screen.res]);
	common_set_interface_palette("InterfacePalette");  // set the interface palette

	for (i=0; i<NUM_BUTTONS; i++) {
		b = &Buttons[i][gr_screen.res];

		b->button.create(&Ui_window, "", b->x, b->y, 60, 30, (i < 2), 1);
		// set up callback for when a mouse first goes over a button
		b->button.set_highlight_action(common_play_highlight_sound);
		b->button.set_bmaps(b->filename);
		b->button.link_hotspot(b->hotspot);
	}

	// add some text
	Ui_window.add_XSTR("Technical Database", 1055, Buttons[TECH_DATABASE_BUTTON][gr_screen.res].xt,  Buttons[TECH_DATABASE_BUTTON][gr_screen.res].yt, &Buttons[TECH_DATABASE_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Mission Simulator", 1056, Buttons[SIMULATOR_BUTTON][gr_screen.res].xt,  Buttons[SIMULATOR_BUTTON][gr_screen.res].yt, &Buttons[SIMULATOR_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Cutscenes", 1057, Buttons[CUTSCENES_BUTTON][gr_screen.res].xt,  Buttons[CUTSCENES_BUTTON][gr_screen.res].yt, &Buttons[CUTSCENES_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Credits", 1058, Buttons[CREDITS_BUTTON][gr_screen.res].xt,  Buttons[CREDITS_BUTTON][gr_screen.res].yt, &Buttons[CREDITS_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Exit", 1420, Buttons[EXIT_BUTTON][gr_screen.res].xt,  Buttons[EXIT_BUTTON][gr_screen.res].yt, &Buttons[EXIT_BUTTON][gr_screen.res].button, UI_XSTR_COLOR_PINK);

	if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
		Buttons[SIMULATOR_BUTTON][gr_screen.res].button.disable();
		Buttons[CUTSCENES_BUTTON][gr_screen.res].button.disable();
	}

	Buttons[EXIT_BUTTON][gr_screen.res].button.set_hotkey(KEY_CTRLED | KEY_ENTER);

	Background_bitmap = bm_load(Credits_bitmap_fname[gr_screen.res]);

	Credits_bmps.resize(Credits_num_images);
	for (i=0; i<Credits_num_images; i++) {
		Credits_bmps[i] = -1;
	}
}
开发者ID:rtoijala,项目名称:fs2open.github.com,代码行数:101,代码来源:credits.cpp

示例14: techroom_init

void techroom_init()
{
	int i, idx;
	techroom_buttons *b;

	Ships_loaded = 0;
	Weapons_loaded = 0;
	Intel_loaded = 0;

	Techroom_show_all = 0;

	// set up UI stuff
	Ui_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Ui_window.set_mask_bmap(Tech_mask_filename[gr_screen.res]);

	Tech_background_bitmap = bm_load(Tech_background_filename[gr_screen.res]);
	if (Tech_background_bitmap < 0) {
		// failed to load bitmap, not a good thing
		Error(LOCATION,"Couldn't load techroom background bitmap");
	}

	for (i=0; i<NUM_BUTTONS; i++) {
		b = &Buttons[gr_screen.res][i];

		b->button.create(&Ui_window, "", b->x, b->y, 60, 30, b->flags & REPEAT, 1);
		// set up callback for when a mouse first goes over a button
		if (b->filename) {
			b->button.set_bmaps(b->filename);
			b->button.set_highlight_action(common_play_highlight_sound);
		} else {
			b->button.hide();
		}

		b->button.link_hotspot(b->hotspot);
	}

	// common tab button text
	Ui_window.add_XSTR("Technical Database", 1055, Buttons[gr_screen.res][TECH_DATABASE_TAB].xt,  Buttons[gr_screen.res][TECH_DATABASE_TAB].yt, &Buttons[gr_screen.res][TECH_DATABASE_TAB].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Mission Simulator", 1056, Buttons[gr_screen.res][SIMULATOR_TAB].xt,  Buttons[gr_screen.res][SIMULATOR_TAB].yt, &Buttons[gr_screen.res][SIMULATOR_TAB].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Cutscenes", 1057, Buttons[gr_screen.res][CUTSCENES_TAB].xt,  Buttons[gr_screen.res][CUTSCENES_TAB].yt, &Buttons[gr_screen.res][CUTSCENES_TAB].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Credits", 1058, Buttons[gr_screen.res][CREDITS_TAB].xt,  Buttons[gr_screen.res][CREDITS_TAB].yt, &Buttons[gr_screen.res][CREDITS_TAB].button, UI_XSTR_COLOR_GREEN);

	// common ship/weapon/intel text
	Ui_window.add_XSTR("Ships", 293, Buttons[gr_screen.res][SHIPS_DATA_TAB].xt,  Buttons[gr_screen.res][SHIPS_DATA_TAB].yt, &Buttons[gr_screen.res][SHIPS_DATA_TAB].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Weapons", 1553, Buttons[gr_screen.res][WEAPONS_DATA_TAB].xt,  Buttons[gr_screen.res][WEAPONS_DATA_TAB].yt, &Buttons[gr_screen.res][WEAPONS_DATA_TAB].button, UI_XSTR_COLOR_GREEN);
	Ui_window.add_XSTR("Intelligence", 1066, Buttons[gr_screen.res][INTEL_DATA_TAB].xt,  Buttons[gr_screen.res][INTEL_DATA_TAB].yt, &Buttons[gr_screen.res][INTEL_DATA_TAB].button, UI_XSTR_COLOR_GREEN);

	// common help/options/commit text
	Ui_window.add_XSTR("Exit", 1418, Buttons[gr_screen.res][EXIT_BUTTON].xt,  Buttons[gr_screen.res][EXIT_BUTTON].yt, &Buttons[gr_screen.res][EXIT_BUTTON].button, UI_XSTR_COLOR_PINK);		

	if (Player->flags & PLAYER_FLAGS_IS_MULTI) {
		Buttons[gr_screen.res][SIMULATOR_TAB].button.disable();
		Buttons[gr_screen.res][CUTSCENES_TAB].button.disable();
	}

	// set some hotkeys
	Buttons[gr_screen.res][PREV_ENTRY_BUTTON].button.set_hotkey(KEY_LEFT);
	Buttons[gr_screen.res][NEXT_ENTRY_BUTTON].button.set_hotkey(KEY_RIGHT);
	Buttons[gr_screen.res][SCROLL_INFO_UP].button.set_hotkey(KEY_UP);
	Buttons[gr_screen.res][SCROLL_INFO_DOWN].button.set_hotkey(KEY_DOWN);


	for (i=0; i<LIST_BUTTONS_MAX; i++) {
		List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, 0, 1);
		List_buttons[i].hide();
		List_buttons[i].disable();
	}

	View_window.create(&Ui_window, "", Tech_ship_display_coords[gr_screen.res][SHIP_X_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_Y_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_W_COORD], Tech_ship_display_coords[gr_screen.res][SHIP_H_COORD], 1, 1);
	View_window.hide();

	Buttons[gr_screen.res][HELP_BUTTON].button.set_hotkey(KEY_F1);
	Buttons[gr_screen.res][EXIT_BUTTON].button.set_hotkey(KEY_CTRLED | KEY_ENTER);
	Buttons[gr_screen.res][SCROLL_LIST_UP].button.set_hotkey(KEY_PAGEUP);
	Buttons[gr_screen.res][SCROLL_LIST_DOWN].button.set_hotkey(KEY_PAGEDOWN);

	// init help overlay states
	Techroom_overlay_id = help_overlay_get_index(TECH_ROOM_OVERLAY);
	help_overlay_set_state(Techroom_overlay_id, gr_screen.res, 0);

	// setup slider
	Tech_slider.create(&Ui_window, Tech_slider_coords[gr_screen.res][SHIP_X_COORD], Tech_slider_coords[gr_screen.res][SHIP_Y_COORD], Tech_slider_coords[gr_screen.res][SHIP_W_COORD], Tech_slider_coords[gr_screen.res][SHIP_H_COORD], Ship_info.size(), Tech_slider_filename[gr_screen.res], &tech_scroll_list_up, &tech_scroll_list_down, &tech_ship_scroll_capture);

	// zero intel anim/bitmap stuff
	for(idx=0; idx<MAX_INTEL_ENTRIES; idx++){
		Intel_list[idx].animation.num_frames = 0;
		Intel_list[idx].bitmap = -1;
	}

	mprintf(("Techroom successfully initialized, now changing tab...\n"));
	techroom_change_tab(Tab);
}
开发者ID:RandomTiger,项目名称:fs2open.github.com,代码行数:92,代码来源:techmenu.cpp

示例15: player_select_init

// functions for selecting single/multiplayer pilots at the very beginning of FreeSpace
void player_select_init()
{
	int i;
	barracks_buttons *b;
	UI_WINDOW *w;

	// start a looping ambient sound
	main_hall_start_ambient();

	Player_select_force_main_hall = "";

	Player_select_screen_active = 1;

	// create the UI window
	Player_select_window.create(0, 0, gr_screen.max_w_unscaled, gr_screen.max_h_unscaled, 0);
	Player_select_window.set_mask_bmap(Player_select_background_mask_bitmap[gr_screen.res]);
	
	// initialize the control buttons
	for (i=0; i<NUM_PLAYER_SELECT_BUTTONS; i++) {
		b = &Player_select_buttons[gr_screen.res][i];

		// create the button
		b->button.create(&Player_select_window, NULL, b->x, b->y, 60, 30, 1, 1);

		// set its highlight action
		b->button.set_highlight_action(common_play_highlight_sound);

		// set its animation bitmaps
		b->button.set_bmaps(b->filename);

		// link the mask hotspot
		b->button.link_hotspot(b->hotspot);
	}

	// add some text
	w = &Player_select_window;
	w->add_XSTR("Create", 1034, Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].xt, Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].yt, &Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].button, UI_XSTR_COLOR_GREEN);	
	w->add_XSTR("Clone", 1040, Player_select_buttons[gr_screen.res][CLONE_BUTTON].xt, Player_select_buttons[gr_screen.res][CLONE_BUTTON].yt, &Player_select_buttons[gr_screen.res][CLONE_BUTTON].button, UI_XSTR_COLOR_GREEN);	
	w->add_XSTR("Remove", 1038, Player_select_buttons[gr_screen.res][DELETE_BUTTON].xt, Player_select_buttons[gr_screen.res][DELETE_BUTTON].yt, &Player_select_buttons[gr_screen.res][DELETE_BUTTON].button, UI_XSTR_COLOR_GREEN);	

	w->add_XSTR("Select", 1039, Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].xt, Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].yt, &Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button, UI_XSTR_COLOR_PINK);	
	w->add_XSTR("Single", 1041, Player_select_buttons[gr_screen.res][SINGLE_BUTTON].xt, Player_select_buttons[gr_screen.res][SINGLE_BUTTON].yt, &Player_select_buttons[gr_screen.res][SINGLE_BUTTON].button, UI_XSTR_COLOR_GREEN);	
	w->add_XSTR("Multi", 1042, Player_select_buttons[gr_screen.res][MULTI_BUTTON].xt, Player_select_buttons[gr_screen.res][MULTI_BUTTON].yt, &Player_select_buttons[gr_screen.res][MULTI_BUTTON].button, UI_XSTR_COLOR_GREEN);	
	for(i=0; i<PLAYER_SELECT_NUM_TEXT; i++) {
		w->add_XSTR(&Player_select_text[gr_screen.res][i]);
	}


	// create the list button text select region
	Player_select_list_region.create(&Player_select_window, "", Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1], Choose_list_coords[gr_screen.res][2], Choose_list_coords[gr_screen.res][3], 0, 1);
	Player_select_list_region.hide();

	// create the pilot callsign input box
	Player_select_input_box.create(&Player_select_window, Choose_list_coords[gr_screen.res][0], Choose_list_coords[gr_screen.res][1], Choose_list_coords[gr_screen.res][2] , CALLSIGN_LEN - 1, "", UI_INPUTBOX_FLAG_INVIS | UI_INPUTBOX_FLAG_KEYTHRU | UI_INPUTBOX_FLAG_LETTER_FIRST);
	Player_select_input_box.set_valid_chars(VALID_PILOT_CHARS);
	Player_select_input_box.hide();
	Player_select_input_box.disable();

	// not currently entering any text
	Player_select_input_mode = 0;

	// set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
	Player_select_buttons[gr_screen.res][SCROLL_LIST_UP_BUTTON].button.set_hotkey(KEY_UP);
	Player_select_buttons[gr_screen.res][SCROLL_LIST_DOWN_BUTTON].button.set_hotkey(KEY_DOWN);
	Player_select_buttons[gr_screen.res][ACCEPT_BUTTON].button.set_hotkey(KEY_ENTER);
	Player_select_buttons[gr_screen.res][CREATE_PILOT_BUTTON].button.set_hotkey(KEY_C);

	// attempt to load in the background bitmap
	Player_select_background_bitmap = bm_load(Player_select_background_bitmap_name[gr_screen.res]);
	Assert(Player_select_background_bitmap >= 0);

	// load in the palette for the screen
	// Player_select_palette = bm_load(PLAYER_SELECT_PALETTE);
	// Player_select_palette_set = 0;

	// unset the very first pilot data
	Player_select_very_first_pilot = 0;
	Player_select_initial_count = -1;
	memset(Player_select_very_first_pilot_callsign, 0, CALLSIGN_LEN + 2);

//	if(Player_select_num_pilots == 0){
//		Player_select_autoaccept = 1;
//	}

// if we found a pilot
	if ( player_select_get_last_pilot_info() ) {
		if (Player_select_last_is_multi && !Networking_disabled) {
			player_select_init_player_stuff(PLAYER_SELECT_MODE_MULTI);
		} else {
			player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE);
		}
	} else { // otherwise go to the single player mode by default
		player_select_init_player_stuff(PLAYER_SELECT_MODE_SINGLE);
	}

	if ( (Player_select_num_pilots == 1) && Player_select_input_mode ) {
		Player_select_autoaccept = 1;
	}
}
开发者ID:alisci01,项目名称:fs2open.github.com,代码行数:100,代码来源:playermenu.cpp


注:本文中的UI_WINDOW::set_mask_bmap方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。