Switched "create entity" dialog to imgui.

This commit is contained in:
Justin Marshall
2020-06-08 12:42:44 -07:00
parent 122103b009
commit c1d2434921
4 changed files with 475 additions and 379 deletions
+3 -1
View File
@@ -398,6 +398,7 @@ bool pickscenerio_process = false;
bool pickscenerio_cancel = false;
struct PickScenerioResults {
const char* caption;
char* scene_buf;
int *scen_nump;
ScenarioPlayerType *playerp;
@@ -540,7 +541,7 @@ void Imgui_PickScenerio_Dialog(void) {
style.FramePadding = ImVec2(0, 0);
ImGui::SetNextWindowSize(ImVec2(D_DIALOG_W, D_DIALOG_H));
ImGui::SetNextWindowPos(ImVec2(D_DIALOG_X * 2, D_DIALOG_Y));
ImGui::Begin("New Scenario", &toolActive, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::Begin(pickScenerioResults.caption, &toolActive, ImGuiWindowFlags_AlwaysAutoResize);
ImGui::Text("Scenario");
ImGui::InputText("Scenario", &pickScenerioResults.scene_buf[0], 10);
@@ -639,6 +640,7 @@ int MapEditClass::Pick_Scenario(char const * caption, int & scen_nump, ScenarioP
char scen_buf[10] = { 0 }; // buffer for editing scenario
pickScenerioResults.caption = caption;
pickScenerioResults.scene_buf = &scen_buf[0];
pickScenerioResults.scen_nump = &scen_nump;
pickScenerioResults.playerp = &playerp;
+32 -40
View File
@@ -84,7 +84,6 @@ extern int UnknownKey; // in menus.cpp
char MapEditClass::HealthBuf[20];
/***************************************************************************
* MapEditClass::MapEditClass -- class constructor *
* *
@@ -106,14 +105,8 @@ MapEditClass::MapEditClass(void)
** Init data members.
*/
// ScenVar = SCEN_VAR_A;
ObjCount = 0;
LastChoice = 0;
LastHouse = HOUSE_GOOD;
GrabbedObject = 0;
for (int i=0; i < NUM_EDIT_CLASSES; i++) {
NumType[i] = 0;
TypeOffset[i] = 0;
}
Scen.Waypoint[WAYPT_HOME] = 0;
CurrentCell = 0;
CurTeam = NULL;
@@ -274,9 +267,8 @@ void MapEditClass::Clear_List(void)
/*
** Set # object type ptrs to 0, set NumType for each type to 0
*/
ObjCount = 0;
for (int i = 0; i < NUM_EDIT_CLASSES; i++) {
NumType[i] = 0;
Objects[i].clear();
}
}
@@ -308,49 +300,49 @@ bool MapEditClass::Add_To_List(ObjectTypeClass const * object)
/*
** Add the object if there's room.
*/
if (object && ObjCount < MAX_EDIT_OBJECTS) {
Objects[ObjCount++] = object;
if (object /*&& ObjCount < MAX_EDIT_OBJECTS*/) {
//Objects[ObjCount++] = object;
/*
** Update type counters.
*/
switch (object->What_Am_I()) {
case RTTI_TEMPLATETYPE:
NumType[0]++;
break;
case RTTI_TEMPLATETYPE:
Objects[0].push_back(object);
break;
case RTTI_OVERLAYTYPE:
NumType[1]++;
break;
case RTTI_OVERLAYTYPE:
Objects[1].push_back(object);
break;
case RTTI_SMUDGETYPE:
NumType[2]++;
break;
case RTTI_SMUDGETYPE:
Objects[2].push_back(object);
break;
case RTTI_TERRAINTYPE:
NumType[3]++;
break;
case RTTI_TERRAINTYPE:
Objects[3].push_back(object);
break;
case RTTI_UNITTYPE:
NumType[4]++;
break;
case RTTI_UNITTYPE:
Objects[4].push_back(object);
break;
case RTTI_INFANTRYTYPE:
NumType[5]++;
break;
case RTTI_INFANTRYTYPE:
Objects[5].push_back(object);
break;
case RTTI_VESSELTYPE:
NumType[6]++;
break;
case RTTI_VESSELTYPE:
Objects[6].push_back(object);
break;
case RTTI_BUILDINGTYPE:
NumType[7]++;
break;
case RTTI_BUILDINGTYPE:
Objects[7].push_back(object);
break;
case RTTI_AIRCRAFTTYPE:
NumType[8]++;
break;
case RTTI_AIRCRAFTTYPE:
Objects[8].push_back(object);
break;
}
return(true);
}
@@ -1598,7 +1590,7 @@ void MapEditClass::Main_Menu(void)
int _flags;
WWSDL_ProcessEvents(_key, _flags);
Show_Mouse();
if (UnknownKey==KN_ESC || UnknownKey==KN_LMOUSE || UnknownKey==KN_RMOUSE) {
if (UnknownKey==KN_ESC || _key == KN_RMOUSE) {
break;
}
+3 -26
View File
@@ -46,6 +46,7 @@
#define MAPEDIT_H
#include "function.h"
#include <vector>
/*
** This is the maximum # of ObjectTypeClasses the editor has to deal with.
@@ -260,17 +261,12 @@ class MapEditClass : public MouseClass
*/
// ScenarioVarType ScenVar;
/*
** Array of all TypeClasses the user can add to the map; cleared by
** Clear_List(), added to by Add_To_List()
*/
ObjectTypeClass const * Objects[MAX_EDIT_OBJECTS];
int ObjCount; // # of objects in the Objects array
std::vector<ObjectTypeClass const*> Objects[NUM_EDIT_CLASSES];
/*
** Last-selected object to place, and last-selected house of object
*/
int LastChoice; // index of item user picked last
//int LastChoice; // index of item user picked last
HousesType LastHouse; // house of last item picked
/*
@@ -280,25 +276,6 @@ class MapEditClass : public MouseClass
CELL GrabOffset; // offset to grabbed obj's upper-left
unsigned long LastClickTime; // time of last LMOUSE click
/*
** Number of each type of object in Objects, so we can switch categories
*/
int NumType[NUM_EDIT_CLASSES]; // # of each type of class:
// 0 = Template
// 1 = Overlay
// 2 = Smudge
// 3 = Terrain
// 4 = Unit
// 5 = Infantry
// 6 = Vessels
// 7 = Building
// 8 = Aircraft
/*
** The offset of each type of object within the Objects[] array
*/
int TypeOffset[NUM_EDIT_CLASSES]; // offsets within Objects[]
/*
** The "current" trigger for point-and-click trigger setting
*/
+437 -312
View File
@@ -51,10 +51,104 @@
* MapEditClass::Toggle_House -- toggles current placement object's house*
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#include "imgui.h"
#include "function.h"
#ifdef SCENARIO_EDITOR
int placementeditor_faction = 0;
char* placementeditor_housenames[256];
int placementeditor_numhouses = 0;
bool placementeditor_catagory[9] = { false, false, false, false, false, false, false, false, false };
int placementeditor_ObjCount = 0;
bool placementeditor_process = true;
bool placementeditor_cancel = false; // true = user cancels
int LastChoice = 0;
static int typeindex = 0; // index of class type
void ImGui_Placement_Editor(void) {
bool toolActive;
ImGuiStyle& style = ImGui::GetStyle();
style.FramePadding = ImVec2(0, 0);
ImGui::SetNextWindowSize(ImVec2(480, 220));
ImGui::SetNextWindowPos(ImVec2(0, 150));
ImGui::Begin("Place Object", &toolActive, ImGuiWindowFlags_AlwaysAutoResize /*| ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoBackground*/);
ImGui::Columns(3, "outer", true);
ImGui::LabelText("Test", "Object Name");
ImGui::NewLine();
ImGui::SameLine(45);
if (ImGui::Button("Prev")) {
LastChoice--;
if (LastChoice < 0) {
LastChoice = placementeditor_ObjCount -1;
}
}
ImGui::SameLine();
if (ImGui::Button("Next")) {
LastChoice++;
if (LastChoice == placementeditor_ObjCount) {
LastChoice = 0;
}
}
ImGui::NewLine();
ImGui::NewLine();
ImGui::NewLine();
ImGui::NewLine();
ImGui::NewLine();
ImGui::NewLine();
ImGui::NewLine();
ImGui::SameLine(45);
if (ImGui::Button("Ok")) {
placementeditor_process = false;
placementeditor_cancel = false;
}
ImGui::SameLine();
if (ImGui::Button("Cancel")) {
placementeditor_process = false;
placementeditor_cancel = true;
}
ImGui::NextColumn();
ImGui::ListBox("", &placementeditor_faction, &placementeditor_housenames[0], placementeditor_numhouses);
ImGui::NextColumn();
//ImGui::NewLine();
if (ImGui::Checkbox("Template", &placementeditor_catagory[0])) {
memset(&placementeditor_catagory[0], 0, sizeof(placementeditor_catagory));
placementeditor_catagory[0] = true;
}
if (ImGui::Checkbox("Overlay", &placementeditor_catagory[1])) {
memset(&placementeditor_catagory[0], 0, sizeof(placementeditor_catagory));
placementeditor_catagory[1] = true;
}
if (ImGui::Checkbox("Smudge", &placementeditor_catagory[2])) {
memset(&placementeditor_catagory[0], 0, sizeof(placementeditor_catagory));
placementeditor_catagory[2] = true;
}
if (ImGui::Checkbox("Terrain", &placementeditor_catagory[3])) {
memset(&placementeditor_catagory[0], 0, sizeof(placementeditor_catagory));
placementeditor_catagory[3] = true;
}
if (ImGui::Checkbox("Units", &placementeditor_catagory[4])) {
memset(&placementeditor_catagory[0], 0, sizeof(placementeditor_catagory));
placementeditor_catagory[4] = true;
}
if (ImGui::Checkbox("Infantry", &placementeditor_catagory[5])) {
memset(&placementeditor_catagory[0], 0, sizeof(placementeditor_catagory));
placementeditor_catagory[5] = true;
}
if (ImGui::Checkbox("Ships", &placementeditor_catagory[6])) {
memset(&placementeditor_catagory[0], 0, sizeof(placementeditor_catagory));
placementeditor_catagory[6] = true;
}
if (ImGui::Checkbox("Building", &placementeditor_catagory[7])) {
memset(&placementeditor_catagory[0], 0, sizeof(placementeditor_catagory));
placementeditor_catagory[7] = true;
}
if (ImGui::Checkbox("Aircraft", &placementeditor_catagory[8])) {
memset(&placementeditor_catagory[0], 0, sizeof(placementeditor_catagory));
placementeditor_catagory[8] = true;
}
ImGui::Columns(1);
ImGui::End();
}
/***************************************************************************
* MapEditClass::Placement_Dialog -- adds an object to the scenario *
@@ -98,16 +192,27 @@
* 05/12/1996 JLB : Handles hi-res. *
*=========================================================================*/
int MapEditClass::Placement_Dialog(void)
{
{
HousesType house;
RemapControlType * scheme = GadgetClass::Get_Color_Scheme();
placementeditor_faction = 0;
placementeditor_numhouses = 0;
placementeditor_process = 0;
//placementeditor_ObjCount = ObjCount;
memset(&placementeditor_catagory[0], 0, sizeof(placementeditor_catagory));
placementeditor_catagory[0] = true;
placementeditor_cancel = false;
placementeditor_process = true;
Imgui_Dialog_Function = ImGui_Placement_Editor;
/*
** Dialog & button dimensions
*/
enum {
D_DIALOG_W = 400,
D_DIALOG_H = 180,
D_DIALOG_W = 200,
D_DIALOG_H = 150,
D_DIALOG_X = 0,
D_DIALOG_Y = 0,
D_DIALOG_CX = D_DIALOG_X + (D_DIALOG_W / 2),
@@ -117,7 +222,7 @@ int MapEditClass::Placement_Dialog(void)
D_PICTURE_W = 152, // must be divisible by 8!
D_PICTURE_H = 105,
D_PICTURE_X = D_DIALOG_X + 35, // must start on a byte boundary!
D_PICTURE_X = -20, // must start on a byte boundary!
D_PICTURE_Y = D_DIALOG_Y + D_MARGIN + D_TXT8_H + D_MARGIN,
D_PICTURE_CX = D_PICTURE_X + D_PICTURE_W / 2,
@@ -221,15 +326,13 @@ int MapEditClass::Placement_Dialog(void)
/*
** Dialog variables
*/
bool cancel = false; // true = user cancels
*/
const ObjectTypeClass * curobj; // Working object pointer.
int x,y; // for drawing the grid
KeyNumType input; // user input
short const * occupy; // ptr into object's OccupyList
int cell; // cell index for parsing OccupyList
int i;
int typeindex; // index of class type
int i;
/*
** Buttons
@@ -242,23 +345,25 @@ int MapEditClass::Placement_Dialog(void)
MFCD::Retrieve("EBTN-UP.SHP"),
MFCD::Retrieve("EBTN-DN.SHP"));
for (house = HOUSE_FIRST; house < HOUSE_COUNT; house++) {
housebtn.Add_Item(HouseTypeClass::As_Reference(house).IniName);
//housebtn.Add_Item(HouseTypeClass::As_Reference(house).IniName);
placementeditor_housenames[house] = HouseTypeClass::As_Reference(house).IniName;
placementeditor_numhouses++;
}
house = HOUSE_FIRST;
TextButtonClass nextbtn(BUTTON_NEXT, TXT_RIGHT, TPF_EBUTTON, D_RIGHT_X, D_RIGHT_Y, D_RIGHT_W, D_RIGHT_H);
TextButtonClass prevbtn(BUTTON_PREV, TXT_LEFT, TPF_EBUTTON, D_LEFT_X, D_LEFT_Y, D_LEFT_W, D_LEFT_H);
TextButtonClass okbtn(BUTTON_OK, "OK", TPF_EBUTTON, D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
TextButtonClass cancelbtn(BUTTON_CANCEL, "Cancel", TPF_EBUTTON, D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
TextButtonClass templatebtn(BUTTON_TEMPLATE, "Template", TPF_EBUTTON, D_TEMPLATE_X, D_TEMPLATE_Y, D_TEMPLATE_W, D_TEMPLATE_H);
TextButtonClass overlaybtn(BUTTON_OVERLAY, "Overlay", TPF_EBUTTON, D_OVERLAY_X, D_OVERLAY_Y, D_OVERLAY_W, D_OVERLAY_H);
TextButtonClass smudgebtn(BUTTON_SMUDGE, "Smudge", TPF_EBUTTON, D_SMUDGE_X, D_SMUDGE_Y, D_SMUDGE_W, D_SMUDGE_H);
TextButtonClass terrainbtn(BUTTON_TERRAIN, "Terrain", TPF_EBUTTON, D_TERRAIN_X, D_TERRAIN_Y, D_TERRAIN_W, D_TERRAIN_H);
TextButtonClass unitbtn(BUTTON_UNIT, "Unit", TPF_EBUTTON, D_UNIT_X, D_UNIT_Y, D_UNIT_W, D_UNIT_H);
TextButtonClass infantrybtn(BUTTON_INFANTRY, "Infantry", TPF_EBUTTON, D_INFANTRY_X, D_INFANTRY_Y, D_INFANTRY_W, D_INFANTRY_H);
TextButtonClass aircraftbtn(BUTTON_AIRCRAFT, "Ships", TPF_EBUTTON, D_AIRCRAFT_X, D_AIRCRAFT_Y, D_AIRCRAFT_W, D_AIRCRAFT_H);
TextButtonClass buildingbtn(BUTTON_BUILDING, "Building", TPF_EBUTTON, D_BUILDING_X, D_BUILDING_Y, D_BUILDING_W, D_BUILDING_H);
TextButtonClass airbtn(BUTTON_AIR, "Aircraft", TPF_EBUTTON, D_AIR_X, D_AIR_Y, D_AIR_W, D_AIR_H);
//TextButtonClass nextbtn(BUTTON_NEXT, TXT_RIGHT, TPF_EBUTTON, D_RIGHT_X, D_RIGHT_Y, D_RIGHT_W, D_RIGHT_H);
//TextButtonClass prevbtn(BUTTON_PREV, TXT_LEFT, TPF_EBUTTON, D_LEFT_X, D_LEFT_Y, D_LEFT_W, D_LEFT_H);
//TextButtonClass okbtn(BUTTON_OK, "OK", TPF_EBUTTON, D_OK_X, D_OK_Y, D_OK_W, D_OK_H);
//TextButtonClass cancelbtn(BUTTON_CANCEL, "Cancel", TPF_EBUTTON, D_CANCEL_X, D_CANCEL_Y, D_CANCEL_W, D_CANCEL_H);
//TextButtonClass templatebtn(BUTTON_TEMPLATE, "Template", TPF_EBUTTON, D_TEMPLATE_X, D_TEMPLATE_Y, D_TEMPLATE_W, D_TEMPLATE_H);
//TextButtonClass overlaybtn(BUTTON_OVERLAY, "Overlay", TPF_EBUTTON, D_OVERLAY_X, D_OVERLAY_Y, D_OVERLAY_W, D_OVERLAY_H);
//TextButtonClass smudgebtn(BUTTON_SMUDGE, "Smudge", TPF_EBUTTON, D_SMUDGE_X, D_SMUDGE_Y, D_SMUDGE_W, D_SMUDGE_H);
//TextButtonClass terrainbtn(BUTTON_TERRAIN, "Terrain", TPF_EBUTTON, D_TERRAIN_X, D_TERRAIN_Y, D_TERRAIN_W, D_TERRAIN_H);
//TextButtonClass unitbtn(BUTTON_UNIT, "Unit", TPF_EBUTTON, D_UNIT_X, D_UNIT_Y, D_UNIT_W, D_UNIT_H);
//TextButtonClass infantrybtn(BUTTON_INFANTRY, "Infantry", TPF_EBUTTON, D_INFANTRY_X, D_INFANTRY_Y, D_INFANTRY_W, D_INFANTRY_H);
//TextButtonClass aircraftbtn(BUTTON_AIRCRAFT, "Ships", TPF_EBUTTON, D_AIRCRAFT_X, D_AIRCRAFT_Y, D_AIRCRAFT_W, D_AIRCRAFT_H);
//TextButtonClass buildingbtn(BUTTON_BUILDING, "Building", TPF_EBUTTON, D_BUILDING_X, D_BUILDING_Y, D_BUILDING_W, D_BUILDING_H);
//TextButtonClass airbtn(BUTTON_AIR, "Aircraft", TPF_EBUTTON, D_AIR_X, D_AIR_Y, D_AIR_W, D_AIR_H);
/*
** Initialize addable objects list; we must do this every time in case one
@@ -270,63 +375,50 @@ int MapEditClass::Placement_Dialog(void)
OverlayTypeClass::Prep_For_Add();
SmudgeTypeClass::Prep_For_Add();
TerrainTypeClass::Prep_For_Add();
TerrainTypeClass::Prep_For_Add();
UnitTypeClass::Prep_For_Add();
InfantryTypeClass::Prep_For_Add();
VesselTypeClass::Prep_For_Add();
BuildingTypeClass::Prep_For_Add();
AircraftTypeClass::Prep_For_Add();
AircraftTypeClass::Prep_For_Add();
/*
** Compute offset of each class type in the Objects array
*/
TypeOffset[0] = 0;
for (i = 1; i < NUM_EDIT_CLASSES; i++) {
TypeOffset[i] = TypeOffset[i-1] + NumType[i-1];
}
/*
** Return if no objects to place
*/
if (!ObjCount) {
return(-1);
}
if (Objects[0].size() <= 0)
return -1;
/*
** Initialize
*/
Set_Logic_Page(SeenBuff);
if (LastChoice >= ObjCount) {
LastChoice = 0;
}
curobj = Objects[LastChoice]; // current object to choose
LastChoice = 0;
curobj = Objects[0][0]; // current object to choose
commands = &nextbtn;
housebtn.Add_Tail(*commands);
prevbtn.Add_Tail(*commands);
okbtn.Add_Tail(*commands);
cancelbtn.Add_Tail(*commands);
templatebtn.Add_Tail(*commands);
overlaybtn.Add_Tail(*commands);
smudgebtn.Add_Tail(*commands);
terrainbtn.Add_Tail(*commands);
unitbtn.Add_Tail(*commands);
infantrybtn.Add_Tail(*commands);
aircraftbtn.Add_Tail(*commands);
buildingbtn.Add_Tail(*commands);
airbtn.Add_Tail(*commands);
//commands = &nextbtn;
//housebtn.Add_Tail(*commands);
//prevbtn.Add_Tail(*commands);
//okbtn.Add_Tail(*commands);
//cancelbtn.Add_Tail(*commands);
//templatebtn.Add_Tail(*commands);
//overlaybtn.Add_Tail(*commands);
//smudgebtn.Add_Tail(*commands);
//terrainbtn.Add_Tail(*commands);
//unitbtn.Add_Tail(*commands);
//infantrybtn.Add_Tail(*commands);
//aircraftbtn.Add_Tail(*commands);
//buildingbtn.Add_Tail(*commands);
//airbtn.Add_Tail(*commands);
/*
** Make sure the recorded house selection matches the house list
** box selection.
*/
LastHouse = HousesType(housebtn.Current_Index());
//LastHouse = HousesType(housebtn.Current_Index());
/*
** Main processing loop
*/
bool display = true;
bool process = true;
while (process) {
bool display = true;
while (placementeditor_process) {
placementeditor_ObjCount = Objects[typeindex].size();
/*
** Invoke game callback
@@ -343,7 +435,7 @@ int MapEditClass::Placement_Dialog(void)
*/
Hide_Mouse();
Dialog_Box(D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W, D_DIALOG_H);
Draw_Caption(TXT_PLACE_OBJECT, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
// Draw_Caption(TXT_PLACE_OBJECT, D_DIALOG_X, D_DIALOG_Y, D_DIALOG_W);
/*
** Display the current object:
@@ -357,7 +449,7 @@ int MapEditClass::Placement_Dialog(void)
WindowList[WINDOW_EDITOR][WINDOWWIDTH] = D_PICTURE_W;
WindowList[WINDOW_EDITOR][WINDOWHEIGHT] = D_PICTURE_H;
Change_Window((int)WINDOW_EDITOR);
Draw_Box(D_PICTURE_X, D_PICTURE_Y, D_PICTURE_W, D_PICTURE_H, BOXSTYLE_DOWN, false);
// Draw_Box(D_PICTURE_X, D_PICTURE_Y, D_PICTURE_W, D_PICTURE_H, BOXSTYLE_DOWN, false);
curobj->Display(WinW/2, WinH>>1, WINDOW_EDITOR, LastHouse);
// curobj->Display(WinW<<2, WinH>>1, WINDOW_EDITOR, LastHouse);
@@ -410,228 +502,263 @@ int MapEditClass::Placement_Dialog(void)
** the category button states.
*/
i = 0;
for (typeindex = 0; typeindex < NUM_EDIT_CLASSES; typeindex++) {
i += NumType[typeindex];
if (LastChoice < i) break;
}
templatebtn.Turn_Off();
overlaybtn.Turn_Off();
smudgebtn.Turn_Off();
terrainbtn.Turn_Off();
unitbtn.Turn_Off();
infantrybtn.Turn_Off();
aircraftbtn.Turn_Off();
airbtn.Turn_Off();
buildingbtn.Turn_Off();
switch (typeindex + BUTTON_TEMPLATE) {
case BUTTON_TEMPLATE:
templatebtn.Turn_On();
break;
case BUTTON_OVERLAY:
overlaybtn.Turn_On();
break;
case BUTTON_SMUDGE:
smudgebtn.Turn_On();
break;
case BUTTON_TERRAIN:
terrainbtn.Turn_On();
break;
case BUTTON_UNIT:
unitbtn.Turn_On();
break;
case BUTTON_INFANTRY:
infantrybtn.Turn_On();
break;
case BUTTON_AIRCRAFT:
aircraftbtn.Turn_On();
break;
case BUTTON_AIR:
airbtn.Turn_On();
break;
case BUTTON_BUILDING:
buildingbtn.Turn_On();
break;
}
//for (typeindex = 0; typeindex < NUM_EDIT_CLASSES; typeindex++) {
// i += NumType[typeindex];
// if (LastChoice < i) break;
//}
//templatebtn.Turn_Off();
//overlaybtn.Turn_Off();
//smudgebtn.Turn_Off();
//terrainbtn.Turn_Off();
//unitbtn.Turn_Off();
//infantrybtn.Turn_Off();
//aircraftbtn.Turn_Off();
//airbtn.Turn_Off();
//buildingbtn.Turn_Off();
//switch (typeindex + BUTTON_TEMPLATE) {
// case BUTTON_TEMPLATE:
// templatebtn.Turn_On();
// break;
//
// case BUTTON_OVERLAY:
// overlaybtn.Turn_On();
// break;
//
// case BUTTON_SMUDGE:
// smudgebtn.Turn_On();
// break;
//
// case BUTTON_TERRAIN:
// terrainbtn.Turn_On();
// break;
//
// case BUTTON_UNIT:
// unitbtn.Turn_On();
// break;
//
// case BUTTON_INFANTRY:
// infantrybtn.Turn_On();
// break;
//
// case BUTTON_AIRCRAFT:
// aircraftbtn.Turn_On();
// break;
//
// case BUTTON_AIR:
// airbtn.Turn_On();
// break;
//
// case BUTTON_BUILDING:
// buildingbtn.Turn_On();
// break;
//}
/*
** Redraw buttons
*/
commands->Draw_All();
//commands->Draw_All();
Show_Mouse();
display = false;
}
display = true;
if (placementeditor_catagory[0]) {
typeindex = 0;
}
else if (placementeditor_catagory[1]) {
typeindex = 1;
}
else if (placementeditor_catagory[2]) {
typeindex = 2;
}
else if (placementeditor_catagory[3]) {
typeindex = 3;
}
else if (placementeditor_catagory[4]) {
typeindex = 4;
}
else if (placementeditor_catagory[5]) {
typeindex = 5;
}
else if (placementeditor_catagory[6]) {
typeindex = 6;
}
else if (placementeditor_catagory[7]) {
typeindex = 7;
}
else if (placementeditor_catagory[8]) {
typeindex = 8;
}
LastHouse = (HousesType)placementeditor_faction;
curobj = Objects[typeindex][LastChoice];
/*
** Get user input
*/
input = commands->Input();
/*
** Process user input
*/
switch (input) {
/*
** GDI House
*/
case (BUTTON_HOUSE | KN_BUTTON):
house = HousesType(housebtn.Current_Index());
/*
** Set flags & buttons
*/
LastHouse = house;
display = true;
break;
/*
** Next in list
*/
case (KN_RIGHT):
case (BUTTON_NEXT | KN_BUTTON):
/*
** Increment to next obj
*/
LastChoice++;
if (LastChoice == ObjCount) {
LastChoice = 0;
}
curobj = Objects[LastChoice];
nextbtn.Turn_Off();
display = true;
break;
/*
** Previous in list
*/
case (KN_LEFT):
case (BUTTON_PREV | KN_BUTTON):
/*
** Decrement to prev obj
*/
LastChoice--;
if (LastChoice < 0) {
LastChoice = ObjCount-1;
}
curobj = Objects[LastChoice];
prevbtn.Turn_Off();
display = true;
break;
/*
** Select a class type
*/
case (BUTTON_TEMPLATE | KN_BUTTON):
case (BUTTON_OVERLAY | KN_BUTTON):
case (BUTTON_SMUDGE | KN_BUTTON):
case (BUTTON_TERRAIN | KN_BUTTON):
case (BUTTON_UNIT | KN_BUTTON):
case (BUTTON_INFANTRY | KN_BUTTON):
case (BUTTON_AIRCRAFT | KN_BUTTON):
case (BUTTON_BUILDING | KN_BUTTON):
case (BUTTON_AIR | KN_BUTTON):
/*
** Find index of class
*/
typeindex = input - (BUTTON_TEMPLATE | KN_BUTTON);
/*
** If no objects of that type, do nothing
*/
if (NumType[typeindex]==0) {
display = true;
break;
}
/*
** Set current object
*/
LastChoice = TypeOffset[typeindex];
curobj = Objects[LastChoice];
display = true;
break;
/*
** Next category
*/
case KN_PGDN:
typeindex++;
if (typeindex==NUM_EDIT_CLASSES) {
typeindex = 0;
}
/*
** Set current object
*/
LastChoice = TypeOffset[typeindex];
curobj = Objects[LastChoice];
display = true;
break;
/*
** Previous category
*/
case KN_PGUP:
typeindex--;
if (typeindex < 0) {
typeindex = NUM_EDIT_CLASSES - 1;
}
/*
** Set current object
*/
LastChoice = TypeOffset[typeindex];
curobj = Objects[LastChoice];
display = true;
break;
/*
** Jump to 1st choice
*/
case KN_HOME:
LastChoice = 0;
/*
** Set current object
*/
curobj = Objects[LastChoice];
display = true;
break;
/*
** OK
*/
case (KN_RETURN):
case (BUTTON_OK | KN_BUTTON):
cancel = false;
process = false;
break;
/*
** Cancel
*/
case (KN_ESC):
case (BUTTON_CANCEL | KN_BUTTON):
cancel = true;
process = false;
break;
default:
break;
}
//input = commands->Input();
//
///*
//** Process user input
//*/
//switch (input) {
//
// /*
// ** GDI House
// */
// case (BUTTON_HOUSE | KN_BUTTON):
// house = HousesType(housebtn.Current_Index());
//
// /*
// ** Set flags & buttons
// */
// LastHouse = house;
// display = true;
// break;
//
// /*
// ** Next in list
// */
// case (KN_RIGHT):
// case (BUTTON_NEXT | KN_BUTTON):
// /*
// ** Increment to next obj
// */
// LastChoice++;
// if (LastChoice == ObjCount) {
// LastChoice = 0;
// }
// curobj = Objects[LastChoice];
//
// nextbtn.Turn_Off();
// display = true;
// break;
//
// /*
// ** Previous in list
// */
// case (KN_LEFT):
// case (BUTTON_PREV | KN_BUTTON):
//
// /*
// ** Decrement to prev obj
// */
// LastChoice--;
// if (LastChoice < 0) {
// LastChoice = ObjCount-1;
// }
// curobj = Objects[LastChoice];
// prevbtn.Turn_Off();
// display = true;
// break;
//
// /*
// ** Select a class type
// */
// case (BUTTON_TEMPLATE | KN_BUTTON):
// case (BUTTON_OVERLAY | KN_BUTTON):
// case (BUTTON_SMUDGE | KN_BUTTON):
// case (BUTTON_TERRAIN | KN_BUTTON):
// case (BUTTON_UNIT | KN_BUTTON):
// case (BUTTON_INFANTRY | KN_BUTTON):
// case (BUTTON_AIRCRAFT | KN_BUTTON):
// case (BUTTON_BUILDING | KN_BUTTON):
// case (BUTTON_AIR | KN_BUTTON):
//
// /*
// ** Find index of class
// */
// typeindex = input - (BUTTON_TEMPLATE | KN_BUTTON);
//
// /*
// ** If no objects of that type, do nothing
// */
// if (NumType[typeindex]==0) {
// display = true;
// break;
// }
//
// /*
// ** Set current object
// */
// LastChoice = TypeOffset[typeindex];
// curobj = Objects[LastChoice];
// display = true;
// break;
//
// /*
// ** Next category
// */
// case KN_PGDN:
// typeindex++;
// if (typeindex==NUM_EDIT_CLASSES) {
// typeindex = 0;
// }
//
// /*
// ** Set current object
// */
// LastChoice = TypeOffset[typeindex];
// curobj = Objects[LastChoice];
// display = true;
// break;
//
// /*
// ** Previous category
// */
// case KN_PGUP:
// typeindex--;
// if (typeindex < 0) {
// typeindex = NUM_EDIT_CLASSES - 1;
// }
//
// /*
// ** Set current object
// */
// LastChoice = TypeOffset[typeindex];
// curobj = Objects[LastChoice];
// display = true;
// break;
//
// /*
// ** Jump to 1st choice
// */
// case KN_HOME:
// LastChoice = 0;
//
// /*
// ** Set current object
// */
// curobj = Objects[LastChoice];
// display = true;
// break;
//
// /*
// ** OK
// */
// case (KN_RETURN):
// case (BUTTON_OK | KN_BUTTON):
// cancel = false;
// process = false;
// break;
//
// /*
// ** Cancel
// */
// case (KN_ESC):
// case (BUTTON_CANCEL | KN_BUTTON):
// cancel = true;
// process = false;
// break;
//
// default:
// break;
//}
KeyNumType _key;
int _type;
WWSDL_ProcessEvents(_key, _type);
}
/*
@@ -641,7 +768,7 @@ int MapEditClass::Placement_Dialog(void)
Flag_To_Redraw(true);
Render();
if (cancel) {
if (placementeditor_cancel) {
return(-1);
}
@@ -684,14 +811,6 @@ void MapEditClass::Start_Placement(void)
BuildingTypeClass::Prep_For_Add();
AircraftTypeClass::Prep_For_Add();
/*
** Compute offset of each class type in the Objects array
*/
TypeOffset[0] = 0;
for (int i = 1; i < NUM_EDIT_CLASSES; i++) {
TypeOffset[i] = TypeOffset[i-1] + NumType[i-1];
}
/*
** Create the placement object:
** - For normal placement mode, use the last-used index into Objects
@@ -700,20 +819,20 @@ void MapEditClass::Start_Placement(void)
** House specified in the Base object
*/
if (!BaseBuilding) {
if (LastChoice >= ObjCount) {
LastChoice = ObjCount - 1;
if (LastChoice >= Objects[typeindex].size()) {
LastChoice = Objects[typeindex].size() - 1;
}
PendingObject = Objects[LastChoice];
PendingObject = Objects[typeindex][LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(LastHouse));
} else {
if (LastChoice < TypeOffset[7]) {
LastChoice = TypeOffset[7];
//if (LastChoice < TypeOffset[7]) {
// LastChoice = TypeOffset[7];
//}
if (LastChoice >= Objects[typeindex].size()) {
LastChoice = Objects[typeindex].size() - 1;
}
if (LastChoice >= ObjCount) {
LastChoice = ObjCount - 1;
}
PendingObject = Objects[LastChoice];
PendingObject = Objects[typeindex][LastChoice];
PendingHouse = LastHouse = Base.House;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(LastHouse));
}
@@ -1059,7 +1178,7 @@ void MapEditClass::Place_Next(void)
** Go to next object in Objects list
*/
LastChoice++;
if (LastChoice == ObjCount) {
if (LastChoice == Objects[typeindex].size()) {
/*
** If we're in normal placement mode, wrap to the 1st object;
@@ -1068,14 +1187,16 @@ void MapEditClass::Place_Next(void)
if (!BaseBuilding) {
LastChoice = 0;
} else {
LastChoice = TypeOffset[7];
//LastChoice = TypeOffset[7];
typeindex = 7;
LastChoice = Objects[typeindex].size() - 1;
}
}
/*
** Create placement object
*/
PendingObject = Objects[LastChoice];
PendingObject = Objects[typeindex][LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
if (!PendingObjectPtr) {
@@ -1141,18 +1262,22 @@ void MapEditClass::Place_Prev(void)
*/
if (!BaseBuilding) {
if (LastChoice < 0) {
LastChoice = ObjCount - 1;
LastChoice = Objects[typeindex].size() - 1;
}
} else {
if (LastChoice < TypeOffset[7]) {
LastChoice = ObjCount - 1;
//if (LastChoice < TypeOffset[7]) {
// LastChoice = ObjCount - 1;
//}
if (LastChoice <= 0 && typeindex > 0) {
typeindex--;
LastChoice = Objects[typeindex].size() - 1;
}
}
/*
** Create placement object
*/
PendingObject = Objects[LastChoice];
PendingObject = Objects[typeindex][LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
if (!PendingObjectPtr) {
@@ -1211,9 +1336,9 @@ void MapEditClass::Place_Next_Category(void)
** Go to next category in Objects list
*/
i = LastChoice;
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
while (Objects[typeindex][i]->What_Am_I() == Objects[typeindex][LastChoice]->What_Am_I()) {
i++;
if (i == ObjCount) {
if (i == Objects[typeindex].size()) {
i = 0;
}
}
@@ -1234,7 +1359,7 @@ void MapEditClass::Place_Next_Category(void)
/*
** Create placement object
*/
PendingObject = Objects[LastChoice];
PendingObject = Objects[typeindex][LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
@@ -1244,7 +1369,7 @@ void MapEditClass::Place_Next_Category(void)
if (!PendingObjectPtr) {
PendingObject = NULL;
LastChoice++;
if (LastChoice == ObjCount) {
if (LastChoice == Objects[typeindex].size()) {
LastChoice = 0;
}
}
@@ -1305,29 +1430,29 @@ void MapEditClass::Place_Prev_Category(void)
/*
** Scan for start of this category
*/
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
while (Objects[typeindex][i]->What_Am_I() == Objects[typeindex][LastChoice]->What_Am_I()) {
i--;
if (i < 0) {
i = ObjCount - 1;
i = Objects[typeindex].size() - 1;
}
}
i--;
if (i < 0) i = ObjCount-1;
if (i < 0) i = Objects[typeindex].size() -1;
LastChoice = i;
/*
** Scan for the previous category
*/
while (Objects[i]->What_Am_I() == Objects[LastChoice]->What_Am_I()) {
while (Objects[typeindex][i]->What_Am_I() == Objects[typeindex][LastChoice]->What_Am_I()) {
i--;
if (i < 0) {
i = ObjCount - 1;
i = Objects[typeindex].size() - 1;
}
}
i++;
if (i >= ObjCount) i = 0;
if (i >= Objects[typeindex].size()) i = 0;
LastChoice = i;
/*
@@ -1345,7 +1470,7 @@ void MapEditClass::Place_Prev_Category(void)
/*
** Create placement object
*/
PendingObject = Objects[LastChoice];
PendingObject = Objects[typeindex][LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
@@ -1356,7 +1481,7 @@ void MapEditClass::Place_Prev_Category(void)
PendingObject = NULL;
LastChoice--;
if (LastChoice < 0) {
LastChoice = ObjCount - 1;
LastChoice = Objects[typeindex].size() - 1;
}
}
}
@@ -1415,14 +1540,14 @@ void MapEditClass::Place_Home(void)
/*
** Get house for this object type
*/
if (!Verify_House(LastHouse, Objects[LastChoice])) {
LastHouse = Cycle_House(LastHouse, Objects[LastChoice]);
if (!Verify_House(LastHouse, Objects[typeindex][LastChoice])) {
LastHouse = Cycle_House(LastHouse, Objects[typeindex][LastChoice]);
}
/*
** Create placement object
*/
PendingObject = Objects[LastChoice];
PendingObject = Objects[typeindex][LastChoice];
PendingHouse = LastHouse;
PendingObjectPtr = PendingObject->Create_One_Of(HouseClass::As_Pointer(PendingHouse));
@@ -1432,7 +1557,7 @@ void MapEditClass::Place_Home(void)
if (!PendingObjectPtr) {
PendingObject = NULL;
LastChoice++;
if (LastChoice == ObjCount) {
if (LastChoice == Objects[typeindex].size()) {
LastChoice = 0;
}
}