dxx-rebirth/d2x-rebirth/ui/popup.c

163 lines
3.5 KiB
C

/*
THE COMPUTER CODE CONTAINED HEREIN IS THE SOLE PROPERTY OF PARALLAX
SOFTWARE CORPORATION ("PARALLAX"). PARALLAX, IN DISTRIBUTING THE CODE TO
END-USERS, AND SUBJECT TO ALL OF THE TERMS AND CONDITIONS HEREIN, GRANTS A
ROYALTY-FREE, PERPETUAL LICENSE TO SUCH END-USERS FOR USE BY SUCH END-USERS
IN USING, DISPLAYING, AND CREATING DERIVATIVE WORKS THEREOF, SO LONG AS
SUCH USE, DISPLAY OR CREATION IS FOR NON-COMMERCIAL, ROYALTY OR REVENUE
FREE PURPOSES. IN NO EVENT SHALL THE END-USER USE THE COMPUTER CODE
CONTAINED HEREIN FOR REVENUE-BEARING PURPOSES. THE END-USER UNDERSTANDS
AND AGREES TO THE TERMS HEREIN AND ACCEPTS THE SAME BY USE OF THIS FILE.
COPYRIGHT 1993-1999 PARALLAX SOFTWARE CORPORATION. ALL RIGHTS RESERVED.
*/
#include "fix.h"
#include "pstypes.h"
#include "gr.h"
#include "event.h"
#include "ui.h"
#include "u_mem.h"
#include "mouse.h"
#define MENU_BORDER 2
#define MENU_VERT_SPACING 2
typedef struct popup
{
UI_GADGET_BUTTON *button_g[10];
int *choice;
int num_buttons;
} popup;
static int popup_handler(UI_DIALOG *dlg, d_event *event, popup *p)
{
short i;
for (i=0; i<p->num_buttons; i++ )
{
if (GADGET_PRESSED(p->button_g[i]))
{
*(p->choice) = i+1;
return 1;
}
}
if ( (*(p->choice)==0) && B1_JUST_RELEASED )
{
*(p->choice) = -1;
return 1;
}
return 0;
}
// Use: Left button (button 0) goes down, then up, then this is called
// as opposed to straight after the button goes down, holding down
// until an option is chosen.
// This is like the 'modern' behaviour of popup menus and also happens
// to be easier to implement because of the button code.
// Recommended for use in conjunction with a button gadget,
// i.e. when that button is pressed, call PopupMenu,
// update the button's text then the value in question.
int PopupMenu( int NumButtons, char * text[] )
{
UI_DIALOG * dlg;
popup *p;
char * Button[10];
int button_width, button_height, width, height;
short i, x, y;
short w, h;
int choice;
MALLOC(p, popup, 1);
p->num_buttons = NumButtons;
p->choice = &choice;
if ((NumButtons < 1) || (NumButtons>10))
{
d_free(p);
return -1;
}
button_width = button_height = 0;
gr_set_current_canvas( &grd_curscreen->sc_canvas );
for (i=0; i<NumButtons; i++ )
{
Button[i] = text[i];
ui_get_button_size( Button[i], &width, &height );
if ( width > button_width ) button_width = width;
if ( height > button_height ) button_height = height;
}
width = button_width + 2*(MENU_BORDER+3);
height = (button_height*NumButtons) + (MENU_VERT_SPACING*(NumButtons-1)) ;
height += (MENU_BORDER+3) * 2;
{
int mx, my, mz;
mouse_get_pos(&mx, &my, &mz);
x = mx - width/2;
y = my - (MENU_BORDER+3) - button_height/2;
}
w = grd_curscreen->sc_w;
h = grd_curscreen->sc_h;
if (x < 0 ) {
x = 0;
//Mouse.x = x + width / 2;
}
if ( (x+width-1) >= w ) {
x = w - width;
//Mouse.x = x + width / 2;
}
if (y < 0 ) {
y = 0;
//Mouse.y = y + (MENU_BORDER+3) + button_height/2;
}
if ( (y+height-1) >= h ) {
y = h - height;
//Mouse.y = y + (MENU_BORDER+3) + button_height/2;
}
dlg = ui_create_dialog( x, y, width, height, DF_DIALOG | DF_MODAL, (int (*)(UI_DIALOG *, d_event *, void *))popup_handler, p );
//mouse_set_pos(Mouse.x, Mouse.y);
x = MENU_BORDER+3;
y = MENU_BORDER+3;
for (i=0; i<NumButtons; i++ )
{
p->button_g[i] = ui_add_gadget_button( dlg, x, y, button_width, button_height, Button[i], NULL );
y += button_height+MENU_VERT_SPACING;
}
choice = 0;
while(choice==0)
event_process();
ui_close_dialog(dlg);
d_free(p);
return choice;
}