2 * $Logfile: /Freespace2/code/Mission/MissionHotKey.cpp $
7 * C module for the Hotkey selection screen
10 * Revision 1.1 2002/05/03 03:28:10 root
14 * 5 10/14/99 2:50p Jefff
17 * 4 8/17/99 3:00p Jefff
20 * 3 10/13/98 9:28a Dave
21 * Started neatening up freespace.h. Many variables renamed and
22 * reorganized. Added AlphaColors.[h,cpp]
24 * 2 10/07/98 10:53a Dave
27 * 1 10/07/98 10:49a Dave
29 * 54 6/09/98 5:15p Lawrance
30 * French/German localization
32 * 53 6/09/98 10:31a Hoffoss
33 * Created index numbers for all xstr() references. Any new xstr() stuff
34 * added from here on out should be added to the end if the list. The
35 * current list count can be found in FreeSpace.cpp (search for
38 * 52 5/26/98 11:10a Lawrance
39 * Fix bug where window controls get disabled when F1 pressed twice
41 * 51 5/06/98 10:47a Allender
42 * allow escape pods to be shown on hotkey screen
44 * 50 5/05/98 1:49a Lawrance
45 * Add in missing help overlays
47 * 49 4/25/98 7:40p Allender
48 * fixd some small hotkey stuff. Worked on turret orientation being
49 * correct for multiplayer. new sexpression called end-campaign will will
50 * end the main campaign
52 * 48 4/20/98 12:36a Mike
53 * Make team vs. team work when player is hostile. Several targeting
56 * 47 4/13/98 10:52a Jasen
57 * Updated coords for new Hotkey config screen.
59 * 46 3/11/98 10:33p Allender
60 * made a "hidden" hotkey which is the last hotkey in the set, which means
61 * to hide the ship/wing until the mission is entered.
63 * 45 3/11/98 11:20a Hoffoss
64 * Changed hotkey screen to only show friendly and hostile catagories
65 * (everything non-friendly is hostile).
67 * 44 3/10/98 9:51a Allender
68 * minor fixups to hotkey stuff.
70 * 43 3/07/98 8:09p Allender
71 * maybe restore hotkeys when setting defaults
73 * 42 2/27/98 4:31p Allender
74 * don't show ships on hotkey screen which are hidden to sensors
76 * 41 2/23/98 8:14a John
78 * 40 2/23/98 8:06a John
79 * Externalized some strings
81 * 39 2/22/98 12:19p John
82 * Externalized some strings
84 * 38 2/10/98 2:06p Hoffoss
85 * Eliminated cargo (and NavBouys) from hotkey list.
87 * 37 1/29/98 10:26a Hoffoss
88 * Made changes so arrow buttons repeat scrolling when held down.
90 * 36 1/28/98 6:22p Dave
91 * Made standalone use ~8 megs less memory. Fixed multiplayer submenu
94 * 35 1/26/98 4:42p Allender
95 * fixed restoration of hotkeys when replaying mission. Change the
96 * meaning of "departed wing" to mean anytime a wing "departs" (with any
97 * number of remaining wingmen).
99 * 34 1/19/98 9:37p Allender
100 * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple
101 * of places since I was unsure of what to do with code.
103 * 33 1/18/98 5:09p Lawrance
104 * Added support for TEAM_TRAITOR
106 * 32 1/14/98 5:22p Allender
107 * save/restore hotkey selections when replaying the same mission
109 * 31 12/15/97 12:13p Hoffoss
110 * Changed code to allow hotkey listing to repeat scroll when mouse held
113 * 30 12/10/97 2:30p Hoffoss
114 * Removed dead code that isn't being used anymore.
116 * 29 12/09/97 8:12a Allender
117 * changes to hotkey stuff. Don't allow mission defined hotkeys to
118 * override user defined ones once the mission starts
120 * 28 12/03/97 4:16p Hoffoss
121 * Changed sound stuff used in interface screens for interface purposes.
123 * 27 12/01/97 3:39p Hoffoss
124 * Changed naming of headings.
126 * 26 12/01/97 3:29p Jasen
127 * Fixed button coordinates.
129 * 25 12/01/97 2:50p Hoffoss
130 * Improved hotkey screen. F keys are in seperate columns now, and
131 * Shift-F key adds that to item.
133 * 24 11/24/97 10:14p Allender
134 * fixed a couple of problem with assignments in the hotkey screen. alpha
135 * wing problems, num_ships problems
137 * 23 11/19/97 3:40p Allender
138 * don't allow player to get assigned by himself to a hotkey. Don't allow
139 * navbuoys to be assigned either
141 * 22 11/10/97 5:36p Hoffoss
142 * Fixed bug in last fix. :)
147 #include "missionhotkey.h"
148 #include "gamesequence.h"
149 #include "freespace.h"
155 #include "audiostr.h"
158 #include "linklist.h"
159 #include "hudtarget.h"
163 #include "missionscreencommon.h"
166 #include "controlsconfig.h"
167 #include "contexthelp.h"
168 #include "alphacolors.h"
171 static int Key_sets[MAX_KEYED_TARGETS] = {
182 /////////////////////////////
184 static int Hotkey_bits[MAX_SHIPS]; // bitfield indicating which hotkeys are used by each ship
186 static int Hotkey_sets_saved; // have we saved the sets for this mission
188 static int Mission_hotkey_save_timestamp; // timestamp used to tell us when we can save
189 #define HOTKEY_SAVE_TIME 15000 // save sets this number of milliseconds into the mission
193 char name[NAME_LENGTH];
196 HK_save_info Hotkey_saved_info[MAX_HOTKEY_TARGET_ITEMS];
197 int Num_hotkeys_saved;
200 static char *Hotkey_background_fname[GR_NUM_RESOLUTIONS] = {
202 "2_Hotkeys" // GR_1024
205 static char *Hotkey_mask_fname[GR_NUM_RESOLUTIONS] = {
206 "Hotkeys-M", // GR_640
207 "2_Hotkeys-M" // GR_1024
210 //#define GROUP_LIST_X 40
211 //#define GROUP_LIST_W 160
213 // #define ICON_LIST_X 219
214 // #define ICON_LIST_W 8
216 // #define ICON_LIST_X 280
217 // #define ICON_LIST_W 8
219 //#define SHIP_LIST_X 242
220 //#define SHIP_LIST_X2 259
221 //#define SHIP_LIST_W 341
222 //#define SHIP_LIST_W2 324
224 // #define SHIP_LIST_X 302
225 // #define SHIP_LIST_X2 319
226 // #define SHIP_LIST_W 281
227 // #define SHIP_LIST_W2 264
230 // #define LIST_H 280
237 #define HOTKEY_LINE_HEADING 1
238 #define HOTKEY_LINE_WING 2
239 #define HOTKEY_LINE_SHIP 3
240 #define HOTKEY_LINE_SUBSHIP 4 // ship that is in a wing
242 #define WING_FLAG 0x80000
244 #define MAX_LINES 200
245 #define NUM_BUTTONS 10
246 #define LIST_BUTTONS_MAX 40
248 #define SCROLL_UP_BUTTON 0
249 #define SCROLL_DOWN_BUTTON 1
250 #define CANCEL_BUTTON 2
251 #define CLEAR_BUTTON 3
252 #define RESET_BUTTON 4
253 #define ADD_HOTKEY_BUTTON 5
254 #define REMOVE_HOTKEY_BUTTON 6
255 #define HELP_BUTTON 7
256 #define OPTIONS_BUTTON 8
257 #define ACCEPT_BUTTON 9
259 // coords for entire ship box
260 static int Hotkey_list_coords[GR_NUM_RESOLUTIONS][4] = {
277 // coords for big "F9" thing in the corner
278 static int Hotkey_function_name_coords[GR_NUM_RESOLUTIONS][4] = {
296 #define FIELD_LEFT_EDGE 0
306 #define FIELD_RIGHT_EDGE 10
307 // x coords of unseen field boundaries ( | field1 | field2 | ... | )
308 // entried will all be centered in fields except FIELD_SHIP which will be left justified
309 // an edge is named by the field on its left
310 static int Hotkey_field_edge[GR_NUM_RESOLUTIONS][11] = {
312 29, 56, 83, 110, 137, 164, 191, 218, 245, 280, 531
315 47, 91, 135, 179, 223, 267, 311, 355, 399, 448, 849
320 static int Hotkey_function_field_width[GR_NUM_RESOLUTIONS] = {
324 static int Hotkey_wing_icon_x[GR_NUM_RESOLUTIONS] = {
328 static int Hotkey_ship_x[GR_NUM_RESOLUTIONS] = {
333 // pragma pair put into place because of compiler warnings about being unable to inline
334 // the constructor function of the hotkey_buttons set.
335 #pragma warning(disable: 4710)
337 struct hotkey_buttons {
341 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
343 hotkey_buttons(char *name, int x1, int y1, int h) : filename(name), x(x1), y(y1), hotspot(h) {}
346 // button definitions
347 static hotkey_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
351 hotkey_buttons("HKB_00", 1, 94, 0),
352 hotkey_buttons("HKB_01", 1, 133, 1),
353 hotkey_buttons("HKB_02", 15, 342, 2),
354 hotkey_buttons("HKB_03", 84, 342, 3),
355 hotkey_buttons("HKB_04", 161, 342, 4),
356 hotkey_buttons("HKB_05", 539, 5, 5),
357 hotkey_buttons("HKB_06", 539, 44, 6),
358 hotkey_buttons("HKB_07", 539, 431, 7),
359 hotkey_buttons("HKB_08", 539, 455, 8),
360 hotkey_buttons("HKB_09", 575, 432, 9)
364 hotkey_buttons("2_HKB_00", 2, 150, 0),
365 hotkey_buttons("2_HKB_01", 2, 213, 1),
366 hotkey_buttons("2_HKB_02", 24, 548, 2),
367 hotkey_buttons("2_HKB_03", 135, 548, 3),
368 hotkey_buttons("2_HKB_04", 258, 548, 4),
369 hotkey_buttons("2_HKB_05", 862, 8, 5),
370 hotkey_buttons("2_HKB_06", 862, 71, 6),
371 hotkey_buttons("2_HKB_07", 863, 690, 7),
372 hotkey_buttons("2_HKB_08", 862, 728, 8),
373 hotkey_buttons("2_HKB_09", 920, 692, 9)
377 #pragma warning(default: 4710)
379 #define HOTKEY_NUM_TEXT 6
380 static UI_XSTR Hotkey_text[GR_NUM_RESOLUTIONS][HOTKEY_NUM_TEXT] = {
383 { "Cancel", 1516, 7, 392, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][CANCEL_BUTTON].button },
384 { "Clear", 1517, 85, 392, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][CLEAR_BUTTON].button },
385 { "Reset", 1518, 159, 392, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][RESET_BUTTON].button },
386 { "Help", 1519, 500, 440, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][HELP_BUTTON].button },
387 { "Options", 1520, 479, 464, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][OPTIONS_BUTTON].button },
388 { "Accept", 1521, 573, 413, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][ACCEPT_BUTTON].button }
392 { "Cancel", 1516, 30, 629, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][CANCEL_BUTTON].button },
393 { "Clear", 1517, 151, 629, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][CLEAR_BUTTON].button },
394 { "Reset", 1518, 269, 629, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][RESET_BUTTON].button },
395 { "Help", 1519, 800, 704, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][HELP_BUTTON].button },
396 { "Options", 1520, 797, 743, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][OPTIONS_BUTTON].button },
397 { "Accept", 1521, 902, 661, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][ACCEPT_BUTTON].button }
407 int y; // Y coordinate of line
408 } Hotkey_lines[MAX_LINES];
410 static int Cur_hotkey = 0;
411 static int Scroll_offset;
412 static int Num_lines;
413 static int Selected_line;
414 static int Background_bitmap;
416 static UI_WINDOW Ui_window;
417 static UI_BUTTON List_buttons[LIST_BUTTONS_MAX]; // buttons for each line of text in list
418 //static UI_BUTTON List_region;
420 //////////////////////
423 // function used in a couple of places to get the actual hotkey set number from a key value.
424 // not trivial since our current keysets (F5 - F12) do not have sequential keycodes
425 int mission_hotkey_get_set_num( int k )
429 for (i = 0; i < MAX_KEYED_TARGETS; i++ ) {
430 if ( Key_sets[i] == k ) {
435 Int3(); // get allender
439 // function to maybe restore some hotkeys during the first N seconds of the mission
440 void mission_hotkey_maybe_restore()
444 for ( i = 0; i < Num_hotkeys_saved; i++ ) {
445 // don't process something that has no set
446 if ( Hotkey_saved_info[i].setnum == -1 )
449 // the ship is present, add it to the given set.
450 index = ship_name_lookup(Hotkey_saved_info[i].name);
452 hud_target_hotkey_add_remove( Hotkey_saved_info[i].setnum, &Objects[Ships[index].objnum], HOTKEY_USER_ADDED );
453 Hotkey_saved_info[i].setnum = -1;
458 // ---------------------------------------------------------------------
459 // mission_hotkey_set_defaults()
461 // Set up the hotkey lists for the player based on the mission designer
464 void mission_hotkey_set_defaults()
471 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
472 hud_target_hotkey_clear(i);
475 // set the variable letting us know that we should save the hotkey sets
476 Hotkey_sets_saved = 0;
477 Mission_hotkey_save_timestamp = timestamp(HOTKEY_SAVE_TIME);
479 // if we have hotkeys saved from the previous run of this mission, then simply keep the cleared
480 // sets, and let the restore code take care of it! This works because this function is currently
481 // only called from one place -- after the mission loads.
482 if ( Num_hotkeys_saved > 0 ) {
483 mission_hotkey_maybe_restore();
487 // Check for ships with a hotkey assigned
488 obj_merge_created_list();
489 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
491 if ( (A == &obj_used_list) || (A->type != OBJ_SHIP) || ((Game_mode & GM_NORMAL) && (A == Player_obj)) ) {
495 Assert(A->instance >= 0 && A->instance < MAX_SHIPS);
496 sp = &Ships[A->instance];
498 if ( sp->hotkey == -1 )
501 // if the hotkey is the last hotkey in the list, then don't add it either since this hotkey is a special
502 // marker to indicate that this ship should remain invisible in the hotkey screen until after mission
504 if ( sp->hotkey == MAX_KEYED_TARGETS )
507 Assert(sp->objnum >= 0);
508 hud_target_hotkey_add_remove( sp->hotkey, &Objects[sp->objnum], HOTKEY_MISSION_FILE_ADDED );
511 // Check for wings with a hotkey assigned
512 for ( i = 0; i < num_wings; i++ ) {
515 if ( wp->hotkey == -1 )
518 // like ships, skip this wing if the hotkey is the last hotkey item
519 if ( wp->hotkey == MAX_KEYED_TARGETS )
522 for ( j = 0; j < wp->current_count; j++ ) {
523 if ( wp->ship_index[j] == -1 )
526 sp = &Ships[wp->ship_index[j]];
527 hud_target_hotkey_add_remove( wp->hotkey, &Objects[sp->objnum], HOTKEY_MISSION_FILE_ADDED );
532 // function to reset the saved hotkeys -- called when a new mission is loaded
533 void mission_hotkey_reset_saved()
535 Num_hotkeys_saved = 0;
538 // next function called when we might want to save the hotkey sets for the player. We will save the hotkey
539 // sets N seconds into the mission
540 void mission_hotkey_maybe_save_sets()
543 htarget_list *hitem, *plist;
546 if ( !timestamp_elapsed(Mission_hotkey_save_timestamp) ) {
547 mission_hotkey_maybe_restore();
551 // no processing if we have saved them.
552 if ( Hotkey_sets_saved )
555 for ( i = 0; i < MAX_HOTKEY_TARGET_ITEMS; i++ )
556 Hotkey_saved_info[i].setnum = -1;
558 Num_hotkeys_saved = 0;
559 hkp = &(Hotkey_saved_info[0]);
561 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
563 // get the list. do nothing if list is empty
564 plist = &(Player->keyed_targets[i]);
568 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
569 Assert( Num_hotkeys_saved < MAX_HOTKEY_TARGET_ITEMS );
571 strcpy( hkp->name, Ships[hitem->objp->instance].ship_name );
577 Hotkey_sets_saved = 1;
580 // function which gets called from MissionParse to maybe add a ship or wing to a hotkey set.
581 // this intermediate function is needed so that we don't blast over possibly saved hotkey sets
582 void mission_hotkey_mf_add( int set, int objnum, int how_to_add )
584 // if we are restoring hotkeys, and the timer hasn't elapsed, then return and let the
585 // hotkey restoration code deal with it
586 if ( Num_hotkeys_saved && !timestamp_elapsed(Mission_hotkey_save_timestamp) )
589 // we can add it to the set
590 hud_target_hotkey_add_remove( set, &Objects[objnum], how_to_add );
593 void mission_hotkey_validate()
595 htarget_list *hitem, *plist;
599 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
600 plist = &(Players[Player_num].keyed_targets[i]);
601 if ( EMPTY( plist ) ) // no items in list, then do nothing
604 hitem = GET_FIRST(plist);
605 while ( hitem != END_OF_LIST(plist) ) {
607 // ensure this object is still valid and in the obj_used_list
609 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
610 if ( A->signature == hitem->objp->signature ) {
615 if ( obj_valid == FALSE ) {
618 temp = GET_NEXT(hitem);
619 list_remove( plist, hitem );
620 list_append( &htarget_free_list, hitem );
625 hitem = GET_NEXT( hitem );
631 // get the Hotkey_bits of a whole wing (bits must be set in all ships of wing for a hotkey bit to be set)
632 int get_wing_hotkeys(int n)
634 int i, total = 0xffffffff;
636 Assert((n >= 0) && (n < num_wings));
637 for (i=0; i<Wings[n].current_count; i++) {
640 // don't count the player ship for the total -- you cannot assign the player since bad things
641 // can happen on the hud.
642 ship_index = Wings[n].ship_index[i];
643 if ( &Ships[ship_index] == Player_ship )
646 total &= Hotkey_bits[Wings[n].ship_index[i]];
652 // add a line of hotkey smuck to end of list
653 int hotkey_line_add(char *text, int type, int index, int y)
655 if (Num_lines >= MAX_LINES)
658 Hotkey_lines[Num_lines].label = text;
659 Hotkey_lines[Num_lines].type = type;
660 Hotkey_lines[Num_lines].index = index;
661 Hotkey_lines[Num_lines].y = y;
665 // insert a line of hotkey smuck before line 'n'.
666 int hotkey_line_insert(int n, char *text, int type, int index)
670 if (Num_lines >= MAX_LINES)
675 Hotkey_lines[z] = Hotkey_lines[z - 1];
679 Hotkey_lines[z].label = text;
680 Hotkey_lines[z].type = type;
681 Hotkey_lines[z].index = index;
685 // insert a line of hotkey smuck somewhere between 'start' and end of list such that it is
687 int hotkey_line_add_sorted(char *text, int type, int index, int start)
691 if (Num_lines >= MAX_LINES)
695 while ((z >= start) && ((Hotkey_lines[z].type == HOTKEY_LINE_SUBSHIP) || (stricmp(text, Hotkey_lines[z].label) < 0)))
699 while ((z < Num_lines) && (Hotkey_lines[z].type == HOTKEY_LINE_SUBSHIP))
702 return hotkey_line_insert(z, text, type, index);
705 int hotkey_get_team(int i)
707 if (Ships[i].team == Player_ship->team)
708 return TEAM_FRIENDLY;
713 int hotkey_build_team_listing(int team, int y)
717 int i, j, s, z, start;
718 int font_height = gr_get_font_height();
720 for (i=0; i<MAX_SHIPS; i++)
721 if (hotkey_get_team(i) == team)
727 if (team == Player_ship->team)
728 str = XSTR( "Friendly ships", 402);
730 str = XSTR( "Enemy ships", 403);
733 hotkey_line_add(str, HOTKEY_LINE_HEADING, 0, y);
738 // next loop used to loop through max ships, comparing team values. MWA changed this to iterate
739 // through object list. Seemed safer since it doesn't rely on the team value getting reset to
740 // a bogus value between missions
741 //for (i=0; i<MAX_SHIPS; i++) {
742 // if ((Ships[i].team == team) && (Ships[i].wingnum < 0)) {
743 // hotkey_line_add_sorted(Ships[i].ship_name, HOTKEY_LINE_SHIP, i, start);
746 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
749 // don't process non-ships, or the player ship
750 if ( (Game_mode & GM_NORMAL) && (so->objnum == OBJ_INDEX(Player_obj)) )
753 shipnum = Objects[so->objnum].instance;
755 // filter out cargo containers, navbouys, etc
756 if ( (Ship_info[Ships[shipnum].ship_info_index].flags & SIF_HARMLESS) && !(Ship_info[Ships[shipnum].ship_info_index].flags & SIF_ESCAPEPOD) )
759 // don't process non-ships (dunno what that would be, though).
760 if (Ship_info[Ships[shipnum].ship_info_index].flags & SIF_NO_SHIP_TYPE)
763 // don't process ships invisible to sensors, dying or departing
764 if ( Ships[shipnum].flags & (SF_HIDDEN_FROM_SENSORS|SF_DYING|SF_DEPARTING) )
767 // if a ship's hotkey is the last hotkey on the list, then maybe make the hotkey -1 if
768 // we are now in mission. Otherwise, skip this ship
769 if ( Ships[shipnum].hotkey == MAX_KEYED_TARGETS ) {
770 if ( !(Game_mode & GM_IN_MISSION) )
771 continue; // skip to next ship
772 Ships[shipnum].hotkey = -1;
775 // be sure this ship isn't in a wing, and that the teams match
776 if ( (hotkey_get_team(shipnum) == team) && (Ships[shipnum].wingnum < 0) ) {
777 hotkey_line_add_sorted(Ships[shipnum].ship_name, HOTKEY_LINE_SHIP, shipnum, start);
781 for (i=0; i<num_wings; i++) {
782 if (Wings[i].current_count && (hotkey_get_team( Wings[i].ship_index[Wings[i].special_ship] ) == team)) {
784 // special check for the player's wing. If he's in a wing, and the only guy left, don't
786 if ( (Player_ship->wingnum == i) && (Wings[i].current_count == 1) )
789 // if a ship's hotkey is the last hotkey on the list, then maybe make the hotkey -1 if
790 // we are now in mission. Otherwise, skip this ship
791 if ( Wings[i].hotkey == MAX_KEYED_TARGETS ) {
792 if ( !(Game_mode & GM_IN_MISSION) )
793 continue; // skip to next ship
794 Wings[i].hotkey = -1;
797 // don't add any wing data whose ships are hidden from sensors
798 for ( j = 0; j < Wings[i].current_count; j++ ) {
799 if ( Ships[Wings[i].ship_index[j]].flags & SF_HIDDEN_FROM_SENSORS )
802 // if we didn't reach the end of the list, don't display the wing
803 if ( j < Wings[i].current_count )
806 z = hotkey_line_add_sorted(Wings[i].name, HOTKEY_LINE_WING, i, start);
807 if (Wings[i].flags & WF_EXPANDED) {
808 for (j=0; j<Wings[i].current_count; j++) {
809 s = Wings[i].ship_index[j];
810 z = hotkey_line_insert(z + 1, Ships[s].ship_name, HOTKEY_LINE_SUBSHIP, s);
816 z = HOTKEY_LINE_HEADING;
817 for (i=start; i<Num_lines; i++) {
818 if (Hotkey_lines[i].type == HOTKEY_LINE_SUBSHIP)
821 y += font_height + 2;
823 Hotkey_lines[i].y = y;
826 y += font_height + 8;
830 void hotkey_build_listing()
836 y = hotkey_build_team_listing(TEAM_FRIENDLY, y);
837 y = hotkey_build_team_listing(TEAM_HOSTILE, y);
840 int hotkey_line_query_visible(int n)
844 if ((n < 0) || (n >= Num_lines))
847 y = Hotkey_lines[n].y - Hotkey_lines[Scroll_offset].y;
848 if ((y < 0) || (y + gr_get_font_height() > Hotkey_list_coords[gr_screen.res][3]))
854 void hotkey_scroll_screen_up()
858 Assert(Selected_line > Scroll_offset);
859 while (!hotkey_line_query_visible(Selected_line) || (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING))
862 gamesnd_play_iface(SND_SCROLL);
865 gamesnd_play_iface(SND_GENERAL_FAIL);
868 void hotkey_scroll_line_up()
870 if (Selected_line > 1) {
872 while (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING)
875 if (Selected_line < Scroll_offset)
876 Scroll_offset = Selected_line;
878 gamesnd_play_iface(SND_SCROLL);
881 gamesnd_play_iface(SND_GENERAL_FAIL);
884 void hotkey_scroll_screen_down()
886 if (Hotkey_lines[Num_lines - 1].y + gr_get_font_height() > Hotkey_lines[Scroll_offset].y + Hotkey_list_coords[gr_screen.res][3]) {
888 while (!hotkey_line_query_visible(Selected_line) || (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING)) {
890 Assert(Selected_line < Num_lines);
893 gamesnd_play_iface(SND_SCROLL);
896 gamesnd_play_iface(SND_GENERAL_FAIL);
899 void hotkey_scroll_line_down()
901 if (Selected_line < Num_lines - 1) {
903 while (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING)
906 Assert(Selected_line > Scroll_offset);
907 while (!hotkey_line_query_visible(Selected_line))
910 gamesnd_play_iface(SND_SCROLL);
913 gamesnd_play_iface(SND_GENERAL_FAIL);
920 if (Hotkey_lines[Selected_line].type == HOTKEY_LINE_WING) {
921 i = Hotkey_lines[Selected_line].index;
922 Wings[i].flags ^= WF_EXPANDED;
923 hotkey_build_listing();
924 for (z=0; z<Num_lines; z++)
925 if ((Hotkey_lines[z].type == HOTKEY_LINE_WING) && (Hotkey_lines[z].index == i)) {
935 htarget_list *hitem, *plist;
937 for (i=0; i<MAX_SHIPS; i++)
940 for ( i=0; i<MAX_KEYED_TARGETS; i++ ) {
941 plist = &(Players[Player_num].keyed_targets[i]);
942 if ( EMPTY(plist) ) // no items in list, then do nothing
945 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
946 Assert(hitem->objp->type == OBJ_SHIP);
947 Hotkey_bits[hitem->objp->instance] |= (1 << i);
956 z = Hotkey_lines[Selected_line].type;
957 if (z == HOTKEY_LINE_WING) {
958 z = Hotkey_lines[Selected_line].index;
959 b = ~get_wing_hotkeys(z);
960 for (i=0; i<Wings[z].current_count; i++)
961 Hotkey_bits[Wings[z].ship_index[i]] &= b;
963 } else if ((z == HOTKEY_LINE_SHIP) || (z == HOTKEY_LINE_SUBSHIP)) {
964 Hotkey_bits[Hotkey_lines[Selected_line].index] = 0;
973 for (i=0; i<MAX_KEYED_TARGETS; i++) {
974 hud_target_hotkey_clear(i);
975 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
976 if ( Hotkey_bits[Objects[so->objnum].instance] & (1 << i) ) {
977 hud_target_hotkey_add_remove(i, &Objects[so->objnum], HOTKEY_USER_ADDED );
983 void add_hotkey(int hotkey)
987 z = Hotkey_lines[Selected_line].type;
988 if (z == HOTKEY_LINE_WING) {
989 z = Hotkey_lines[Selected_line].index;
990 for (i=0; i<Wings[z].current_count; i++)
991 Hotkey_bits[Wings[z].ship_index[i]] |= (1 << hotkey);
993 } else if ((z == HOTKEY_LINE_SHIP) || (z == HOTKEY_LINE_SUBSHIP)) {
994 Hotkey_bits[Hotkey_lines[Selected_line].index] |= (1 << hotkey);
1002 z = Hotkey_lines[Selected_line].type;
1003 if (z == HOTKEY_LINE_WING) {
1004 z = Hotkey_lines[Selected_line].index;
1005 for (i=0; i<Wings[z].current_count; i++)
1006 Hotkey_bits[Wings[z].ship_index[i]] &= ~(1 << Cur_hotkey);
1008 } else if ((z == HOTKEY_LINE_SHIP) || (z == HOTKEY_LINE_SUBSHIP)) {
1009 Hotkey_bits[Hotkey_lines[Selected_line].index] &= ~(1 << Cur_hotkey);
1013 void hotkey_button_pressed(int n)
1016 case SCROLL_UP_BUTTON:
1017 hotkey_scroll_screen_up();
1020 case SCROLL_DOWN_BUTTON:
1021 hotkey_scroll_screen_down();
1024 case ADD_HOTKEY_BUTTON:
1025 add_hotkey(Cur_hotkey);
1026 gamesnd_play_iface(SND_USER_SELECT);
1029 case REMOVE_HOTKEY_BUTTON:
1031 gamesnd_play_iface(SND_USER_SELECT);
1036 // fall through to CANCEL_BUTTON
1039 mission_hotkey_exit();
1040 gamesnd_play_iface(SND_USER_SELECT);
1044 launch_context_help();
1045 gamesnd_play_iface(SND_HELP_PRESSED);
1048 case OPTIONS_BUTTON:
1049 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1050 gamesnd_play_iface(SND_USER_SELECT);
1055 gamesnd_play_iface(SND_USER_SELECT);
1060 gamesnd_play_iface(SND_USER_SELECT);
1065 // ---------------------------------------------------------------------
1066 // mission_hotkey_init()
1068 // Initialize the hotkey assignment screen system. Called when GS_STATE_HOTKEY_SCREEN
1071 void mission_hotkey_init()
1076 // pause all beam weapon sounds
1077 beam_pause_sounds();
1079 // pause all game music
1080 audiostream_pause_all();
1083 common_set_interface_palette(); // set the interface palette
1084 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1085 Ui_window.set_mask_bmap(Hotkey_mask_fname[gr_screen.res]);
1087 for (i=0; i<NUM_BUTTONS; i++) {
1088 b = &Buttons[gr_screen.res][i];
1090 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, i < 2 ? 1 : 0, 1);
1091 // set up callback for when a mouse first goes over a button
1092 b->button.set_highlight_action(common_play_highlight_sound);
1093 b->button.set_bmaps(b->filename);
1094 b->button.link_hotspot(b->hotspot);
1097 // add all xstr text
1098 for(i=0; i<HOTKEY_NUM_TEXT; i++) {
1099 Ui_window.add_XSTR(&Hotkey_text[gr_screen.res][i]);
1102 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1103 List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, (i < 2), 1);
1104 List_buttons[i].hide();
1105 List_buttons[i].disable();
1108 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
1109 Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
1110 Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);
1112 // ensure help overlay is off
1113 help_overlay_set_state(HOTKEY_OVERLAY,0);
1115 // load in relevant bitmaps
1116 Background_bitmap = bm_load(Hotkey_background_fname[gr_screen.res]);
1117 if (Background_bitmap < 0) {
1118 // bitmap didnt load -- this is bad
1121 Wing_bmp = bm_load("WingDesignator");
1123 // bitmap didnt load -- this is bad
1129 hotkey_build_listing();
1132 // ---------------------------------------------------------------------
1133 // mission_hotkey_close()
1135 // Cleanup the hotkey assignment screen system. Called when GS_STATE_HOTKEY_SCREEN
1138 void mission_hotkey_close()
1140 if (Background_bitmap)
1141 bm_unload(Background_bitmap);
1143 bm_unload(Wing_bmp);
1145 // unload the overlay bitmap
1146 // help_overlay_unload(HOTKEY_OVERLAY);
1148 // unpause all beam weapon sounds
1149 beam_unpause_sounds();
1151 // unpause all game music
1152 audiostream_unpause_all();
1154 Ui_window.destroy();
1155 common_free_interface_palette(); // restore game palette
1159 // ---------------------------------------------------------------------
1160 // mission_hotkey_do_frame()
1162 // Called once per frame to process user input for the Hotkey Assignment Screen
1164 void mission_hotkey_do_frame(float frametime)
1167 int i, k, w, h, y, z, line, hotkeys;
1168 int font_height = gr_get_font_height();
1169 int select_tease_line = -1; // line mouse is down on, but won't be selected until button released
1172 if ( help_overlay_active(HOTKEY_OVERLAY) ) {
1173 Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
1174 Ui_window.set_ignore_gadgets(1);
1177 k = Ui_window.process() & ~KEY_DEBUGGED;
1179 if ( (k > 0) || B1_JUST_RELEASED ) {
1180 if ( help_overlay_active(HOTKEY_OVERLAY) ) {
1181 help_overlay_set_state(HOTKEY_OVERLAY, 0);
1182 Ui_window.set_ignore_gadgets(0);
1187 if ( !help_overlay_active(HOTKEY_OVERLAY) ) {
1188 Ui_window.set_ignore_gadgets(0);
1192 case KEY_DOWN: // scroll list down
1193 hotkey_scroll_line_down();
1196 case KEY_UP: // scroll list up
1197 hotkey_scroll_line_up();
1200 case KEY_PAGEDOWN: // scroll list down
1201 hotkey_scroll_screen_down();
1204 case KEY_PAGEUP: // scroll list up
1205 hotkey_scroll_screen_up();
1208 case KEY_CTRLED | KEY_ENTER:
1210 // fall through to next state -- allender changed this behavior since ESC should always cancel, no?
1213 mission_hotkey_exit();
1224 add_hotkey(Cur_hotkey);
1233 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1236 case KEY_CTRLED | KEY_R:
1240 case KEY_CTRLED | KEY_C:
1246 for (i=0; i<MAX_KEYED_TARGETS; i++) {
1247 if (k == Key_sets[i])
1250 if (k == (Key_sets[i] | KEY_SHIFTED))
1254 // handle pressed buttons
1255 for (i=0; i<NUM_BUTTONS; i++) {
1256 if (Buttons[gr_screen.res][i].button.pressed()) {
1257 hotkey_button_pressed(i);
1258 break; // only need to handle 1 button @ a time
1262 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1263 // check for tease line
1264 if (List_buttons[i].button_down()) {
1265 select_tease_line = i + Scroll_offset;
1268 // check for selected list item
1269 if (List_buttons[i].pressed()) {
1270 Selected_line = i + Scroll_offset;
1271 List_buttons[i].get_mouse_pos(&z, NULL);
1272 z += Hotkey_list_coords[gr_screen.res][0]; // adjust to full screen space
1273 if ((z >= Hotkey_wing_icon_x[gr_screen.res]) && (z < (Hotkey_wing_icon_x[gr_screen.res]) + Hotkey_function_field_width[gr_screen.res])) {
1278 if (List_buttons[i].double_clicked()) {
1279 Selected_line = i + Scroll_offset;
1281 switch (Hotkey_lines[Selected_line].type) {
1282 case HOTKEY_LINE_WING:
1283 hotkeys = get_wing_hotkeys(Hotkey_lines[Selected_line].index);
1286 case HOTKEY_LINE_SHIP:
1287 case HOTKEY_LINE_SUBSHIP:
1288 hotkeys = Hotkey_bits[Hotkey_lines[Selected_line].index];
1292 if (hotkeys != -1) {
1293 if (hotkeys & (1 << Cur_hotkey))
1296 add_hotkey(Cur_hotkey);
1301 if (Background_bitmap >= 0) {
1302 gr_set_bitmap(Background_bitmap);
1309 gr_init_color(&circle_color, 160, 160, 0);
1311 // draw the big "F10" in the little box
1313 gr_set_color_fast(&Color_text_normal);
1314 strcpy(buf, Scan_code_text[Key_sets[Cur_hotkey]]);
1315 gr_get_string_size(&w, &h, buf);
1316 gr_printf(Hotkey_function_name_coords[gr_screen.res][0] + (Hotkey_function_name_coords[gr_screen.res][2] - w) / 2, Hotkey_function_name_coords[gr_screen.res][1], buf);
1319 line = Scroll_offset;
1320 while (hotkey_line_query_visible(line)) {
1321 z = Hotkey_lines[line].index;
1322 y = Hotkey_list_coords[gr_screen.res][1] + Hotkey_lines[line].y - Hotkey_lines[Scroll_offset].y;
1324 switch (Hotkey_lines[line].type) {
1325 case HOTKEY_LINE_HEADING:
1326 gr_set_color_fast(&Color_text_heading);
1328 gr_get_string_size(&w, &h, Hotkey_lines[line].label);
1330 gr_line(Hotkey_list_coords[gr_screen.res][0], i, Hotkey_ship_x[gr_screen.res] - 2, i);
1331 gr_line(Hotkey_ship_x[gr_screen.res] + w + 1, i, Hotkey_list_coords[gr_screen.res][0] + Hotkey_list_coords[gr_screen.res][2], i);
1334 case HOTKEY_LINE_WING:
1335 gr_set_bitmap(Wing_bmp);
1336 bm_get_info(Wing_bmp, NULL, &h, NULL);
1337 i = y + font_height / 2 - h / 2 - 1;
1338 gr_bitmap(Hotkey_wing_icon_x[gr_screen.res], i);
1340 // i = y + font_height / 2 - 1;
1341 // gr_set_color_fast(&circle_color);
1342 // gr_circle(ICON_LIST_X + 4, i, 5);
1344 // gr_set_color_fast(&Color_bright);
1345 // gr_line(ICON_LIST_X, i, ICON_LIST_X + 2, i);
1346 // gr_line(ICON_LIST_X + 4, i - 4, ICON_LIST_X + 4, i - 2);
1347 // gr_line(ICON_LIST_X + 6, i, ICON_LIST_X + 8, i);
1348 // gr_line(ICON_LIST_X + 4, i + 2, ICON_LIST_X + 4, i + 4);
1350 hotkeys = get_wing_hotkeys(Hotkey_lines[line].index);
1353 case HOTKEY_LINE_SHIP:
1354 case HOTKEY_LINE_SUBSHIP:
1355 hotkeys = Hotkey_bits[Hotkey_lines[line].index];
1362 if (Hotkey_lines[line].type != HOTKEY_LINE_HEADING) {
1363 List_buttons[line - Scroll_offset].update_dimensions(Hotkey_list_coords[gr_screen.res][0], y, Hotkey_list_coords[gr_screen.res][0] + Hotkey_list_coords[gr_screen.res][2] - Hotkey_list_coords[gr_screen.res][0], font_height);
1364 List_buttons[line - Scroll_offset].enable();
1365 if (hotkeys & (1 << Cur_hotkey)) {
1366 if (line == Selected_line)
1367 gr_set_color_fast(&Color_text_active_hi);
1369 gr_set_color_fast(&Color_text_active);
1372 if (line == Selected_line)
1373 gr_set_color_fast(&Color_text_selected);
1374 else if (line == select_tease_line)
1375 gr_set_color_fast(&Color_text_subselected);
1377 gr_set_color_fast(&Color_text_normal);
1381 List_buttons[line - Scroll_offset].disable();
1384 // print active hotkeys associated for this line
1386 for (i=0; i<MAX_KEYED_TARGETS; i++) {
1387 if (hotkeys & (1 << i)) {
1388 gr_printf(Hotkey_list_coords[gr_screen.res][0] + Hotkey_function_field_width[gr_screen.res]*i, y, Scan_code_text[Key_sets[i]]);
1393 for (i=0; i<MAX_KEYED_TARGETS; i++) {
1394 if (hotkeys & (1 << i)) {
1395 strcat(buf, Scan_code_text[Key_sets[i]]);
1400 Assert(strlen(buf) > 1);
1401 buf[strlen(buf) - 2] = 0; // lose the ", " on the end
1403 gr_force_fit_string(buf, 255, GROUP_LIST_W);
1404 gr_printf(GROUP_LIST_X, y, buf);*/
1407 // draw ship/wing name
1408 strcpy(buf, Hotkey_lines[line].label);
1409 if (Hotkey_lines[line].type == HOTKEY_LINE_SUBSHIP) {
1411 gr_force_fit_string(buf, 255, Hotkey_list_coords[gr_screen.res][0] + Hotkey_list_coords[gr_screen.res][2] - (Hotkey_ship_x[gr_screen.res]+20));
1412 gr_printf(Hotkey_ship_x[gr_screen.res]+20, y, buf);
1414 gr_force_fit_string(buf, 255, Hotkey_list_coords[gr_screen.res][0] + Hotkey_list_coords[gr_screen.res][2] - Hotkey_ship_x[gr_screen.res]);
1415 gr_printf(Hotkey_ship_x[gr_screen.res], y, buf);
1421 i = line - Scroll_offset;
1422 while (i < LIST_BUTTONS_MAX)
1423 List_buttons[i++].disable();
1425 // blit help overlay if active
1426 help_overlay_maybe_blit(HOTKEY_OVERLAY);
1431 void mission_hotkey_exit()
1433 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);