2 * $Logfile: /Freespace2/code/Mission/MissionHotKey.cpp $
7 * C module for the Hotkey selection screen
10 * Revision 1.2 2002/05/07 03:16:46 theoddone33
11 * The Great Newline Fix
13 * Revision 1.1.1.1 2002/05/03 03:28:10 root
17 * 5 10/14/99 2:50p Jefff
20 * 4 8/17/99 3:00p Jefff
23 * 3 10/13/98 9:28a Dave
24 * Started neatening up freespace.h. Many variables renamed and
25 * reorganized. Added AlphaColors.[h,cpp]
27 * 2 10/07/98 10:53a Dave
30 * 1 10/07/98 10:49a Dave
32 * 54 6/09/98 5:15p Lawrance
33 * French/German localization
35 * 53 6/09/98 10:31a Hoffoss
36 * Created index numbers for all xstr() references. Any new xstr() stuff
37 * added from here on out should be added to the end if the list. The
38 * current list count can be found in FreeSpace.cpp (search for
41 * 52 5/26/98 11:10a Lawrance
42 * Fix bug where window controls get disabled when F1 pressed twice
44 * 51 5/06/98 10:47a Allender
45 * allow escape pods to be shown on hotkey screen
47 * 50 5/05/98 1:49a Lawrance
48 * Add in missing help overlays
50 * 49 4/25/98 7:40p Allender
51 * fixd some small hotkey stuff. Worked on turret orientation being
52 * correct for multiplayer. new sexpression called end-campaign will will
53 * end the main campaign
55 * 48 4/20/98 12:36a Mike
56 * Make team vs. team work when player is hostile. Several targeting
59 * 47 4/13/98 10:52a Jasen
60 * Updated coords for new Hotkey config screen.
62 * 46 3/11/98 10:33p Allender
63 * made a "hidden" hotkey which is the last hotkey in the set, which means
64 * to hide the ship/wing until the mission is entered.
66 * 45 3/11/98 11:20a Hoffoss
67 * Changed hotkey screen to only show friendly and hostile catagories
68 * (everything non-friendly is hostile).
70 * 44 3/10/98 9:51a Allender
71 * minor fixups to hotkey stuff.
73 * 43 3/07/98 8:09p Allender
74 * maybe restore hotkeys when setting defaults
76 * 42 2/27/98 4:31p Allender
77 * don't show ships on hotkey screen which are hidden to sensors
79 * 41 2/23/98 8:14a John
81 * 40 2/23/98 8:06a John
82 * Externalized some strings
84 * 39 2/22/98 12:19p John
85 * Externalized some strings
87 * 38 2/10/98 2:06p Hoffoss
88 * Eliminated cargo (and NavBouys) from hotkey list.
90 * 37 1/29/98 10:26a Hoffoss
91 * Made changes so arrow buttons repeat scrolling when held down.
93 * 36 1/28/98 6:22p Dave
94 * Made standalone use ~8 megs less memory. Fixed multiplayer submenu
97 * 35 1/26/98 4:42p Allender
98 * fixed restoration of hotkeys when replaying mission. Change the
99 * meaning of "departed wing" to mean anytime a wing "departs" (with any
100 * number of remaining wingmen).
102 * 34 1/19/98 9:37p Allender
103 * Great Compiler Warning Purge of Jan, 1998. Used pragma's in a couple
104 * of places since I was unsure of what to do with code.
106 * 33 1/18/98 5:09p Lawrance
107 * Added support for TEAM_TRAITOR
109 * 32 1/14/98 5:22p Allender
110 * save/restore hotkey selections when replaying the same mission
112 * 31 12/15/97 12:13p Hoffoss
113 * Changed code to allow hotkey listing to repeat scroll when mouse held
116 * 30 12/10/97 2:30p Hoffoss
117 * Removed dead code that isn't being used anymore.
119 * 29 12/09/97 8:12a Allender
120 * changes to hotkey stuff. Don't allow mission defined hotkeys to
121 * override user defined ones once the mission starts
123 * 28 12/03/97 4:16p Hoffoss
124 * Changed sound stuff used in interface screens for interface purposes.
126 * 27 12/01/97 3:39p Hoffoss
127 * Changed naming of headings.
129 * 26 12/01/97 3:29p Jasen
130 * Fixed button coordinates.
132 * 25 12/01/97 2:50p Hoffoss
133 * Improved hotkey screen. F keys are in seperate columns now, and
134 * Shift-F key adds that to item.
136 * 24 11/24/97 10:14p Allender
137 * fixed a couple of problem with assignments in the hotkey screen. alpha
138 * wing problems, num_ships problems
140 * 23 11/19/97 3:40p Allender
141 * don't allow player to get assigned by himself to a hotkey. Don't allow
142 * navbuoys to be assigned either
144 * 22 11/10/97 5:36p Hoffoss
145 * Fixed bug in last fix. :)
150 #include "missionhotkey.h"
151 #include "gamesequence.h"
152 #include "freespace.h"
158 #include "audiostr.h"
161 #include "linklist.h"
162 #include "hudtarget.h"
166 #include "missionscreencommon.h"
169 #include "controlsconfig.h"
170 #include "contexthelp.h"
171 #include "alphacolors.h"
174 static int Key_sets[MAX_KEYED_TARGETS] = {
185 /////////////////////////////
187 static int Hotkey_bits[MAX_SHIPS]; // bitfield indicating which hotkeys are used by each ship
189 static int Hotkey_sets_saved; // have we saved the sets for this mission
191 static int Mission_hotkey_save_timestamp; // timestamp used to tell us when we can save
192 #define HOTKEY_SAVE_TIME 15000 // save sets this number of milliseconds into the mission
196 char name[NAME_LENGTH];
199 HK_save_info Hotkey_saved_info[MAX_HOTKEY_TARGET_ITEMS];
200 int Num_hotkeys_saved;
203 static char *Hotkey_background_fname[GR_NUM_RESOLUTIONS] = {
205 "2_Hotkeys" // GR_1024
208 static char *Hotkey_mask_fname[GR_NUM_RESOLUTIONS] = {
209 "Hotkeys-M", // GR_640
210 "2_Hotkeys-M" // GR_1024
213 //#define GROUP_LIST_X 40
214 //#define GROUP_LIST_W 160
216 // #define ICON_LIST_X 219
217 // #define ICON_LIST_W 8
219 // #define ICON_LIST_X 280
220 // #define ICON_LIST_W 8
222 //#define SHIP_LIST_X 242
223 //#define SHIP_LIST_X2 259
224 //#define SHIP_LIST_W 341
225 //#define SHIP_LIST_W2 324
227 // #define SHIP_LIST_X 302
228 // #define SHIP_LIST_X2 319
229 // #define SHIP_LIST_W 281
230 // #define SHIP_LIST_W2 264
233 // #define LIST_H 280
240 #define HOTKEY_LINE_HEADING 1
241 #define HOTKEY_LINE_WING 2
242 #define HOTKEY_LINE_SHIP 3
243 #define HOTKEY_LINE_SUBSHIP 4 // ship that is in a wing
245 #define WING_FLAG 0x80000
247 #define MAX_LINES 200
248 #define NUM_BUTTONS 10
249 #define LIST_BUTTONS_MAX 40
251 #define SCROLL_UP_BUTTON 0
252 #define SCROLL_DOWN_BUTTON 1
253 #define CANCEL_BUTTON 2
254 #define CLEAR_BUTTON 3
255 #define RESET_BUTTON 4
256 #define ADD_HOTKEY_BUTTON 5
257 #define REMOVE_HOTKEY_BUTTON 6
258 #define HELP_BUTTON 7
259 #define OPTIONS_BUTTON 8
260 #define ACCEPT_BUTTON 9
262 // coords for entire ship box
263 static int Hotkey_list_coords[GR_NUM_RESOLUTIONS][4] = {
280 // coords for big "F9" thing in the corner
281 static int Hotkey_function_name_coords[GR_NUM_RESOLUTIONS][4] = {
299 #define FIELD_LEFT_EDGE 0
309 #define FIELD_RIGHT_EDGE 10
310 // x coords of unseen field boundaries ( | field1 | field2 | ... | )
311 // entried will all be centered in fields except FIELD_SHIP which will be left justified
312 // an edge is named by the field on its left
313 static int Hotkey_field_edge[GR_NUM_RESOLUTIONS][11] = {
315 29, 56, 83, 110, 137, 164, 191, 218, 245, 280, 531
318 47, 91, 135, 179, 223, 267, 311, 355, 399, 448, 849
323 static int Hotkey_function_field_width[GR_NUM_RESOLUTIONS] = {
327 static int Hotkey_wing_icon_x[GR_NUM_RESOLUTIONS] = {
331 static int Hotkey_ship_x[GR_NUM_RESOLUTIONS] = {
336 // pragma pair put into place because of compiler warnings about being unable to inline
337 // the constructor function of the hotkey_buttons set.
338 #pragma warning(disable: 4710)
340 struct hotkey_buttons {
344 UI_BUTTON button; // because we have a class inside this struct, we need the constructor below..
346 hotkey_buttons(char *name, int x1, int y1, int h) : filename(name), x(x1), y(y1), hotspot(h) {}
349 // button definitions
350 static hotkey_buttons Buttons[GR_NUM_RESOLUTIONS][NUM_BUTTONS] = {
354 hotkey_buttons("HKB_00", 1, 94, 0),
355 hotkey_buttons("HKB_01", 1, 133, 1),
356 hotkey_buttons("HKB_02", 15, 342, 2),
357 hotkey_buttons("HKB_03", 84, 342, 3),
358 hotkey_buttons("HKB_04", 161, 342, 4),
359 hotkey_buttons("HKB_05", 539, 5, 5),
360 hotkey_buttons("HKB_06", 539, 44, 6),
361 hotkey_buttons("HKB_07", 539, 431, 7),
362 hotkey_buttons("HKB_08", 539, 455, 8),
363 hotkey_buttons("HKB_09", 575, 432, 9)
367 hotkey_buttons("2_HKB_00", 2, 150, 0),
368 hotkey_buttons("2_HKB_01", 2, 213, 1),
369 hotkey_buttons("2_HKB_02", 24, 548, 2),
370 hotkey_buttons("2_HKB_03", 135, 548, 3),
371 hotkey_buttons("2_HKB_04", 258, 548, 4),
372 hotkey_buttons("2_HKB_05", 862, 8, 5),
373 hotkey_buttons("2_HKB_06", 862, 71, 6),
374 hotkey_buttons("2_HKB_07", 863, 690, 7),
375 hotkey_buttons("2_HKB_08", 862, 728, 8),
376 hotkey_buttons("2_HKB_09", 920, 692, 9)
380 #pragma warning(default: 4710)
382 #define HOTKEY_NUM_TEXT 6
383 static UI_XSTR Hotkey_text[GR_NUM_RESOLUTIONS][HOTKEY_NUM_TEXT] = {
386 { "Cancel", 1516, 7, 392, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][CANCEL_BUTTON].button },
387 { "Clear", 1517, 85, 392, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][CLEAR_BUTTON].button },
388 { "Reset", 1518, 159, 392, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][RESET_BUTTON].button },
389 { "Help", 1519, 500, 440, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][HELP_BUTTON].button },
390 { "Options", 1520, 479, 464, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][OPTIONS_BUTTON].button },
391 { "Accept", 1521, 573, 413, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_640][ACCEPT_BUTTON].button }
395 { "Cancel", 1516, 30, 629, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][CANCEL_BUTTON].button },
396 { "Clear", 1517, 151, 629, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][CLEAR_BUTTON].button },
397 { "Reset", 1518, 269, 629, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][RESET_BUTTON].button },
398 { "Help", 1519, 800, 704, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][HELP_BUTTON].button },
399 { "Options", 1520, 797, 743, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][OPTIONS_BUTTON].button },
400 { "Accept", 1521, 902, 661, UI_XSTR_COLOR_GREEN, -1, &Buttons[GR_1024][ACCEPT_BUTTON].button }
410 int y; // Y coordinate of line
411 } Hotkey_lines[MAX_LINES];
413 static int Cur_hotkey = 0;
414 static int Scroll_offset;
415 static int Num_lines;
416 static int Selected_line;
417 static int Background_bitmap;
419 static UI_WINDOW Ui_window;
420 static UI_BUTTON List_buttons[LIST_BUTTONS_MAX]; // buttons for each line of text in list
421 //static UI_BUTTON List_region;
423 //////////////////////
426 // function used in a couple of places to get the actual hotkey set number from a key value.
427 // not trivial since our current keysets (F5 - F12) do not have sequential keycodes
428 int mission_hotkey_get_set_num( int k )
432 for (i = 0; i < MAX_KEYED_TARGETS; i++ ) {
433 if ( Key_sets[i] == k ) {
438 Int3(); // get allender
442 // function to maybe restore some hotkeys during the first N seconds of the mission
443 void mission_hotkey_maybe_restore()
447 for ( i = 0; i < Num_hotkeys_saved; i++ ) {
448 // don't process something that has no set
449 if ( Hotkey_saved_info[i].setnum == -1 )
452 // the ship is present, add it to the given set.
453 index = ship_name_lookup(Hotkey_saved_info[i].name);
455 hud_target_hotkey_add_remove( Hotkey_saved_info[i].setnum, &Objects[Ships[index].objnum], HOTKEY_USER_ADDED );
456 Hotkey_saved_info[i].setnum = -1;
461 // ---------------------------------------------------------------------
462 // mission_hotkey_set_defaults()
464 // Set up the hotkey lists for the player based on the mission designer
467 void mission_hotkey_set_defaults()
474 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
475 hud_target_hotkey_clear(i);
478 // set the variable letting us know that we should save the hotkey sets
479 Hotkey_sets_saved = 0;
480 Mission_hotkey_save_timestamp = timestamp(HOTKEY_SAVE_TIME);
482 // if we have hotkeys saved from the previous run of this mission, then simply keep the cleared
483 // sets, and let the restore code take care of it! This works because this function is currently
484 // only called from one place -- after the mission loads.
485 if ( Num_hotkeys_saved > 0 ) {
486 mission_hotkey_maybe_restore();
490 // Check for ships with a hotkey assigned
491 obj_merge_created_list();
492 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
494 if ( (A == &obj_used_list) || (A->type != OBJ_SHIP) || ((Game_mode & GM_NORMAL) && (A == Player_obj)) ) {
498 Assert(A->instance >= 0 && A->instance < MAX_SHIPS);
499 sp = &Ships[A->instance];
501 if ( sp->hotkey == -1 )
504 // if the hotkey is the last hotkey in the list, then don't add it either since this hotkey is a special
505 // marker to indicate that this ship should remain invisible in the hotkey screen until after mission
507 if ( sp->hotkey == MAX_KEYED_TARGETS )
510 Assert(sp->objnum >= 0);
511 hud_target_hotkey_add_remove( sp->hotkey, &Objects[sp->objnum], HOTKEY_MISSION_FILE_ADDED );
514 // Check for wings with a hotkey assigned
515 for ( i = 0; i < num_wings; i++ ) {
518 if ( wp->hotkey == -1 )
521 // like ships, skip this wing if the hotkey is the last hotkey item
522 if ( wp->hotkey == MAX_KEYED_TARGETS )
525 for ( j = 0; j < wp->current_count; j++ ) {
526 if ( wp->ship_index[j] == -1 )
529 sp = &Ships[wp->ship_index[j]];
530 hud_target_hotkey_add_remove( wp->hotkey, &Objects[sp->objnum], HOTKEY_MISSION_FILE_ADDED );
535 // function to reset the saved hotkeys -- called when a new mission is loaded
536 void mission_hotkey_reset_saved()
538 Num_hotkeys_saved = 0;
541 // next function called when we might want to save the hotkey sets for the player. We will save the hotkey
542 // sets N seconds into the mission
543 void mission_hotkey_maybe_save_sets()
546 htarget_list *hitem, *plist;
549 if ( !timestamp_elapsed(Mission_hotkey_save_timestamp) ) {
550 mission_hotkey_maybe_restore();
554 // no processing if we have saved them.
555 if ( Hotkey_sets_saved )
558 for ( i = 0; i < MAX_HOTKEY_TARGET_ITEMS; i++ )
559 Hotkey_saved_info[i].setnum = -1;
561 Num_hotkeys_saved = 0;
562 hkp = &(Hotkey_saved_info[0]);
564 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
566 // get the list. do nothing if list is empty
567 plist = &(Player->keyed_targets[i]);
571 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
572 Assert( Num_hotkeys_saved < MAX_HOTKEY_TARGET_ITEMS );
574 strcpy( hkp->name, Ships[hitem->objp->instance].ship_name );
580 Hotkey_sets_saved = 1;
583 // function which gets called from MissionParse to maybe add a ship or wing to a hotkey set.
584 // this intermediate function is needed so that we don't blast over possibly saved hotkey sets
585 void mission_hotkey_mf_add( int set, int objnum, int how_to_add )
587 // if we are restoring hotkeys, and the timer hasn't elapsed, then return and let the
588 // hotkey restoration code deal with it
589 if ( Num_hotkeys_saved && !timestamp_elapsed(Mission_hotkey_save_timestamp) )
592 // we can add it to the set
593 hud_target_hotkey_add_remove( set, &Objects[objnum], how_to_add );
596 void mission_hotkey_validate()
598 htarget_list *hitem, *plist;
602 for ( i = 0; i < MAX_KEYED_TARGETS; i++ ) {
603 plist = &(Players[Player_num].keyed_targets[i]);
604 if ( EMPTY( plist ) ) // no items in list, then do nothing
607 hitem = GET_FIRST(plist);
608 while ( hitem != END_OF_LIST(plist) ) {
610 // ensure this object is still valid and in the obj_used_list
612 for ( A = GET_FIRST(&obj_used_list); A !=END_OF_LIST(&obj_used_list); A = GET_NEXT(A) ) {
613 if ( A->signature == hitem->objp->signature ) {
618 if ( obj_valid == FALSE ) {
621 temp = GET_NEXT(hitem);
622 list_remove( plist, hitem );
623 list_append( &htarget_free_list, hitem );
628 hitem = GET_NEXT( hitem );
634 // get the Hotkey_bits of a whole wing (bits must be set in all ships of wing for a hotkey bit to be set)
635 int get_wing_hotkeys(int n)
637 int i, total = 0xffffffff;
639 Assert((n >= 0) && (n < num_wings));
640 for (i=0; i<Wings[n].current_count; i++) {
643 // don't count the player ship for the total -- you cannot assign the player since bad things
644 // can happen on the hud.
645 ship_index = Wings[n].ship_index[i];
646 if ( &Ships[ship_index] == Player_ship )
649 total &= Hotkey_bits[Wings[n].ship_index[i]];
655 // add a line of hotkey smuck to end of list
656 int hotkey_line_add(char *text, int type, int index, int y)
658 if (Num_lines >= MAX_LINES)
661 Hotkey_lines[Num_lines].label = text;
662 Hotkey_lines[Num_lines].type = type;
663 Hotkey_lines[Num_lines].index = index;
664 Hotkey_lines[Num_lines].y = y;
668 // insert a line of hotkey smuck before line 'n'.
669 int hotkey_line_insert(int n, char *text, int type, int index)
673 if (Num_lines >= MAX_LINES)
678 Hotkey_lines[z] = Hotkey_lines[z - 1];
682 Hotkey_lines[z].label = text;
683 Hotkey_lines[z].type = type;
684 Hotkey_lines[z].index = index;
688 // insert a line of hotkey smuck somewhere between 'start' and end of list such that it is
690 int hotkey_line_add_sorted(char *text, int type, int index, int start)
694 if (Num_lines >= MAX_LINES)
698 while ((z >= start) && ((Hotkey_lines[z].type == HOTKEY_LINE_SUBSHIP) || (stricmp(text, Hotkey_lines[z].label) < 0)))
702 while ((z < Num_lines) && (Hotkey_lines[z].type == HOTKEY_LINE_SUBSHIP))
705 return hotkey_line_insert(z, text, type, index);
708 int hotkey_get_team(int i)
710 if (Ships[i].team == Player_ship->team)
711 return TEAM_FRIENDLY;
716 int hotkey_build_team_listing(int team, int y)
720 int i, j, s, z, start;
721 int font_height = gr_get_font_height();
723 for (i=0; i<MAX_SHIPS; i++)
724 if (hotkey_get_team(i) == team)
730 if (team == Player_ship->team)
731 str = XSTR( "Friendly ships", 402);
733 str = XSTR( "Enemy ships", 403);
736 hotkey_line_add(str, HOTKEY_LINE_HEADING, 0, y);
741 // next loop used to loop through max ships, comparing team values. MWA changed this to iterate
742 // through object list. Seemed safer since it doesn't rely on the team value getting reset to
743 // a bogus value between missions
744 //for (i=0; i<MAX_SHIPS; i++) {
745 // if ((Ships[i].team == team) && (Ships[i].wingnum < 0)) {
746 // hotkey_line_add_sorted(Ships[i].ship_name, HOTKEY_LINE_SHIP, i, start);
749 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
752 // don't process non-ships, or the player ship
753 if ( (Game_mode & GM_NORMAL) && (so->objnum == OBJ_INDEX(Player_obj)) )
756 shipnum = Objects[so->objnum].instance;
758 // filter out cargo containers, navbouys, etc
759 if ( (Ship_info[Ships[shipnum].ship_info_index].flags & SIF_HARMLESS) && !(Ship_info[Ships[shipnum].ship_info_index].flags & SIF_ESCAPEPOD) )
762 // don't process non-ships (dunno what that would be, though).
763 if (Ship_info[Ships[shipnum].ship_info_index].flags & SIF_NO_SHIP_TYPE)
766 // don't process ships invisible to sensors, dying or departing
767 if ( Ships[shipnum].flags & (SF_HIDDEN_FROM_SENSORS|SF_DYING|SF_DEPARTING) )
770 // if a ship's hotkey is the last hotkey on the list, then maybe make the hotkey -1 if
771 // we are now in mission. Otherwise, skip this ship
772 if ( Ships[shipnum].hotkey == MAX_KEYED_TARGETS ) {
773 if ( !(Game_mode & GM_IN_MISSION) )
774 continue; // skip to next ship
775 Ships[shipnum].hotkey = -1;
778 // be sure this ship isn't in a wing, and that the teams match
779 if ( (hotkey_get_team(shipnum) == team) && (Ships[shipnum].wingnum < 0) ) {
780 hotkey_line_add_sorted(Ships[shipnum].ship_name, HOTKEY_LINE_SHIP, shipnum, start);
784 for (i=0; i<num_wings; i++) {
785 if (Wings[i].current_count && (hotkey_get_team( Wings[i].ship_index[Wings[i].special_ship] ) == team)) {
787 // special check for the player's wing. If he's in a wing, and the only guy left, don't
789 if ( (Player_ship->wingnum == i) && (Wings[i].current_count == 1) )
792 // if a ship's hotkey is the last hotkey on the list, then maybe make the hotkey -1 if
793 // we are now in mission. Otherwise, skip this ship
794 if ( Wings[i].hotkey == MAX_KEYED_TARGETS ) {
795 if ( !(Game_mode & GM_IN_MISSION) )
796 continue; // skip to next ship
797 Wings[i].hotkey = -1;
800 // don't add any wing data whose ships are hidden from sensors
801 for ( j = 0; j < Wings[i].current_count; j++ ) {
802 if ( Ships[Wings[i].ship_index[j]].flags & SF_HIDDEN_FROM_SENSORS )
805 // if we didn't reach the end of the list, don't display the wing
806 if ( j < Wings[i].current_count )
809 z = hotkey_line_add_sorted(Wings[i].name, HOTKEY_LINE_WING, i, start);
810 if (Wings[i].flags & WF_EXPANDED) {
811 for (j=0; j<Wings[i].current_count; j++) {
812 s = Wings[i].ship_index[j];
813 z = hotkey_line_insert(z + 1, Ships[s].ship_name, HOTKEY_LINE_SUBSHIP, s);
819 z = HOTKEY_LINE_HEADING;
820 for (i=start; i<Num_lines; i++) {
821 if (Hotkey_lines[i].type == HOTKEY_LINE_SUBSHIP)
824 y += font_height + 2;
826 Hotkey_lines[i].y = y;
829 y += font_height + 8;
833 void hotkey_build_listing()
839 y = hotkey_build_team_listing(TEAM_FRIENDLY, y);
840 y = hotkey_build_team_listing(TEAM_HOSTILE, y);
843 int hotkey_line_query_visible(int n)
847 if ((n < 0) || (n >= Num_lines))
850 y = Hotkey_lines[n].y - Hotkey_lines[Scroll_offset].y;
851 if ((y < 0) || (y + gr_get_font_height() > Hotkey_list_coords[gr_screen.res][3]))
857 void hotkey_scroll_screen_up()
861 Assert(Selected_line > Scroll_offset);
862 while (!hotkey_line_query_visible(Selected_line) || (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING))
865 gamesnd_play_iface(SND_SCROLL);
868 gamesnd_play_iface(SND_GENERAL_FAIL);
871 void hotkey_scroll_line_up()
873 if (Selected_line > 1) {
875 while (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING)
878 if (Selected_line < Scroll_offset)
879 Scroll_offset = Selected_line;
881 gamesnd_play_iface(SND_SCROLL);
884 gamesnd_play_iface(SND_GENERAL_FAIL);
887 void hotkey_scroll_screen_down()
889 if (Hotkey_lines[Num_lines - 1].y + gr_get_font_height() > Hotkey_lines[Scroll_offset].y + Hotkey_list_coords[gr_screen.res][3]) {
891 while (!hotkey_line_query_visible(Selected_line) || (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING)) {
893 Assert(Selected_line < Num_lines);
896 gamesnd_play_iface(SND_SCROLL);
899 gamesnd_play_iface(SND_GENERAL_FAIL);
902 void hotkey_scroll_line_down()
904 if (Selected_line < Num_lines - 1) {
906 while (Hotkey_lines[Selected_line].type == HOTKEY_LINE_HEADING)
909 Assert(Selected_line > Scroll_offset);
910 while (!hotkey_line_query_visible(Selected_line))
913 gamesnd_play_iface(SND_SCROLL);
916 gamesnd_play_iface(SND_GENERAL_FAIL);
923 if (Hotkey_lines[Selected_line].type == HOTKEY_LINE_WING) {
924 i = Hotkey_lines[Selected_line].index;
925 Wings[i].flags ^= WF_EXPANDED;
926 hotkey_build_listing();
927 for (z=0; z<Num_lines; z++)
928 if ((Hotkey_lines[z].type == HOTKEY_LINE_WING) && (Hotkey_lines[z].index == i)) {
938 htarget_list *hitem, *plist;
940 for (i=0; i<MAX_SHIPS; i++)
943 for ( i=0; i<MAX_KEYED_TARGETS; i++ ) {
944 plist = &(Players[Player_num].keyed_targets[i]);
945 if ( EMPTY(plist) ) // no items in list, then do nothing
948 for ( hitem = GET_FIRST(plist); hitem != END_OF_LIST(plist); hitem = GET_NEXT(hitem) ) {
949 Assert(hitem->objp->type == OBJ_SHIP);
950 Hotkey_bits[hitem->objp->instance] |= (1 << i);
959 z = Hotkey_lines[Selected_line].type;
960 if (z == HOTKEY_LINE_WING) {
961 z = Hotkey_lines[Selected_line].index;
962 b = ~get_wing_hotkeys(z);
963 for (i=0; i<Wings[z].current_count; i++)
964 Hotkey_bits[Wings[z].ship_index[i]] &= b;
966 } else if ((z == HOTKEY_LINE_SHIP) || (z == HOTKEY_LINE_SUBSHIP)) {
967 Hotkey_bits[Hotkey_lines[Selected_line].index] = 0;
976 for (i=0; i<MAX_KEYED_TARGETS; i++) {
977 hud_target_hotkey_clear(i);
978 for ( so = GET_FIRST(&Ship_obj_list); so != END_OF_LIST(&Ship_obj_list); so = GET_NEXT(so) ) {
979 if ( Hotkey_bits[Objects[so->objnum].instance] & (1 << i) ) {
980 hud_target_hotkey_add_remove(i, &Objects[so->objnum], HOTKEY_USER_ADDED );
986 void add_hotkey(int hotkey)
990 z = Hotkey_lines[Selected_line].type;
991 if (z == HOTKEY_LINE_WING) {
992 z = Hotkey_lines[Selected_line].index;
993 for (i=0; i<Wings[z].current_count; i++)
994 Hotkey_bits[Wings[z].ship_index[i]] |= (1 << hotkey);
996 } else if ((z == HOTKEY_LINE_SHIP) || (z == HOTKEY_LINE_SUBSHIP)) {
997 Hotkey_bits[Hotkey_lines[Selected_line].index] |= (1 << hotkey);
1001 void remove_hotkey()
1005 z = Hotkey_lines[Selected_line].type;
1006 if (z == HOTKEY_LINE_WING) {
1007 z = Hotkey_lines[Selected_line].index;
1008 for (i=0; i<Wings[z].current_count; i++)
1009 Hotkey_bits[Wings[z].ship_index[i]] &= ~(1 << Cur_hotkey);
1011 } else if ((z == HOTKEY_LINE_SHIP) || (z == HOTKEY_LINE_SUBSHIP)) {
1012 Hotkey_bits[Hotkey_lines[Selected_line].index] &= ~(1 << Cur_hotkey);
1016 void hotkey_button_pressed(int n)
1019 case SCROLL_UP_BUTTON:
1020 hotkey_scroll_screen_up();
1023 case SCROLL_DOWN_BUTTON:
1024 hotkey_scroll_screen_down();
1027 case ADD_HOTKEY_BUTTON:
1028 add_hotkey(Cur_hotkey);
1029 gamesnd_play_iface(SND_USER_SELECT);
1032 case REMOVE_HOTKEY_BUTTON:
1034 gamesnd_play_iface(SND_USER_SELECT);
1039 // fall through to CANCEL_BUTTON
1042 mission_hotkey_exit();
1043 gamesnd_play_iface(SND_USER_SELECT);
1047 launch_context_help();
1048 gamesnd_play_iface(SND_HELP_PRESSED);
1051 case OPTIONS_BUTTON:
1052 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1053 gamesnd_play_iface(SND_USER_SELECT);
1058 gamesnd_play_iface(SND_USER_SELECT);
1063 gamesnd_play_iface(SND_USER_SELECT);
1068 // ---------------------------------------------------------------------
1069 // mission_hotkey_init()
1071 // Initialize the hotkey assignment screen system. Called when GS_STATE_HOTKEY_SCREEN
1074 void mission_hotkey_init()
1079 // pause all beam weapon sounds
1080 beam_pause_sounds();
1082 // pause all game music
1083 audiostream_pause_all();
1086 common_set_interface_palette(); // set the interface palette
1087 Ui_window.create(0, 0, gr_screen.max_w, gr_screen.max_h, 0);
1088 Ui_window.set_mask_bmap(Hotkey_mask_fname[gr_screen.res]);
1090 for (i=0; i<NUM_BUTTONS; i++) {
1091 b = &Buttons[gr_screen.res][i];
1093 b->button.create(&Ui_window, "", b->x, b->y, 60, 30, i < 2 ? 1 : 0, 1);
1094 // set up callback for when a mouse first goes over a button
1095 b->button.set_highlight_action(common_play_highlight_sound);
1096 b->button.set_bmaps(b->filename);
1097 b->button.link_hotspot(b->hotspot);
1100 // add all xstr text
1101 for(i=0; i<HOTKEY_NUM_TEXT; i++) {
1102 Ui_window.add_XSTR(&Hotkey_text[gr_screen.res][i]);
1105 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1106 List_buttons[i].create(&Ui_window, "", 0, 0, 60, 30, (i < 2), 1);
1107 List_buttons[i].hide();
1108 List_buttons[i].disable();
1111 // set up hotkeys for buttons so we draw the correct animation frame when a key is pressed
1112 Buttons[gr_screen.res][SCROLL_UP_BUTTON].button.set_hotkey(KEY_PAGEUP);
1113 Buttons[gr_screen.res][SCROLL_DOWN_BUTTON].button.set_hotkey(KEY_PAGEDOWN);
1115 // ensure help overlay is off
1116 help_overlay_set_state(HOTKEY_OVERLAY,0);
1118 // load in relevant bitmaps
1119 Background_bitmap = bm_load(Hotkey_background_fname[gr_screen.res]);
1120 if (Background_bitmap < 0) {
1121 // bitmap didnt load -- this is bad
1124 Wing_bmp = bm_load("WingDesignator");
1126 // bitmap didnt load -- this is bad
1132 hotkey_build_listing();
1135 // ---------------------------------------------------------------------
1136 // mission_hotkey_close()
1138 // Cleanup the hotkey assignment screen system. Called when GS_STATE_HOTKEY_SCREEN
1141 void mission_hotkey_close()
1143 if (Background_bitmap)
1144 bm_unload(Background_bitmap);
1146 bm_unload(Wing_bmp);
1148 // unload the overlay bitmap
1149 // help_overlay_unload(HOTKEY_OVERLAY);
1151 // unpause all beam weapon sounds
1152 beam_unpause_sounds();
1154 // unpause all game music
1155 audiostream_unpause_all();
1157 Ui_window.destroy();
1158 common_free_interface_palette(); // restore game palette
1162 // ---------------------------------------------------------------------
1163 // mission_hotkey_do_frame()
1165 // Called once per frame to process user input for the Hotkey Assignment Screen
1167 void mission_hotkey_do_frame(float frametime)
1170 int i, k, w, h, y, z, line, hotkeys;
1171 int font_height = gr_get_font_height();
1172 int select_tease_line = -1; // line mouse is down on, but won't be selected until button released
1175 if ( help_overlay_active(HOTKEY_OVERLAY) ) {
1176 Buttons[gr_screen.res][HELP_BUTTON].button.reset_status();
1177 Ui_window.set_ignore_gadgets(1);
1180 k = Ui_window.process() & ~KEY_DEBUGGED;
1182 if ( (k > 0) || B1_JUST_RELEASED ) {
1183 if ( help_overlay_active(HOTKEY_OVERLAY) ) {
1184 help_overlay_set_state(HOTKEY_OVERLAY, 0);
1185 Ui_window.set_ignore_gadgets(0);
1190 if ( !help_overlay_active(HOTKEY_OVERLAY) ) {
1191 Ui_window.set_ignore_gadgets(0);
1195 case KEY_DOWN: // scroll list down
1196 hotkey_scroll_line_down();
1199 case KEY_UP: // scroll list up
1200 hotkey_scroll_line_up();
1203 case KEY_PAGEDOWN: // scroll list down
1204 hotkey_scroll_screen_down();
1207 case KEY_PAGEUP: // scroll list up
1208 hotkey_scroll_screen_up();
1211 case KEY_CTRLED | KEY_ENTER:
1213 // fall through to next state -- allender changed this behavior since ESC should always cancel, no?
1216 mission_hotkey_exit();
1227 add_hotkey(Cur_hotkey);
1236 gameseq_post_event(GS_EVENT_OPTIONS_MENU);
1239 case KEY_CTRLED | KEY_R:
1243 case KEY_CTRLED | KEY_C:
1249 for (i=0; i<MAX_KEYED_TARGETS; i++) {
1250 if (k == Key_sets[i])
1253 if (k == (Key_sets[i] | KEY_SHIFTED))
1257 // handle pressed buttons
1258 for (i=0; i<NUM_BUTTONS; i++) {
1259 if (Buttons[gr_screen.res][i].button.pressed()) {
1260 hotkey_button_pressed(i);
1261 break; // only need to handle 1 button @ a time
1265 for (i=0; i<LIST_BUTTONS_MAX; i++) {
1266 // check for tease line
1267 if (List_buttons[i].button_down()) {
1268 select_tease_line = i + Scroll_offset;
1271 // check for selected list item
1272 if (List_buttons[i].pressed()) {
1273 Selected_line = i + Scroll_offset;
1274 List_buttons[i].get_mouse_pos(&z, NULL);
1275 z += Hotkey_list_coords[gr_screen.res][0]; // adjust to full screen space
1276 if ((z >= Hotkey_wing_icon_x[gr_screen.res]) && (z < (Hotkey_wing_icon_x[gr_screen.res]) + Hotkey_function_field_width[gr_screen.res])) {
1281 if (List_buttons[i].double_clicked()) {
1282 Selected_line = i + Scroll_offset;
1284 switch (Hotkey_lines[Selected_line].type) {
1285 case HOTKEY_LINE_WING:
1286 hotkeys = get_wing_hotkeys(Hotkey_lines[Selected_line].index);
1289 case HOTKEY_LINE_SHIP:
1290 case HOTKEY_LINE_SUBSHIP:
1291 hotkeys = Hotkey_bits[Hotkey_lines[Selected_line].index];
1295 if (hotkeys != -1) {
1296 if (hotkeys & (1 << Cur_hotkey))
1299 add_hotkey(Cur_hotkey);
1304 if (Background_bitmap >= 0) {
1305 gr_set_bitmap(Background_bitmap);
1312 gr_init_color(&circle_color, 160, 160, 0);
1314 // draw the big "F10" in the little box
1316 gr_set_color_fast(&Color_text_normal);
1317 strcpy(buf, Scan_code_text[Key_sets[Cur_hotkey]]);
1318 gr_get_string_size(&w, &h, buf);
1319 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);
1322 line = Scroll_offset;
1323 while (hotkey_line_query_visible(line)) {
1324 z = Hotkey_lines[line].index;
1325 y = Hotkey_list_coords[gr_screen.res][1] + Hotkey_lines[line].y - Hotkey_lines[Scroll_offset].y;
1327 switch (Hotkey_lines[line].type) {
1328 case HOTKEY_LINE_HEADING:
1329 gr_set_color_fast(&Color_text_heading);
1331 gr_get_string_size(&w, &h, Hotkey_lines[line].label);
1333 gr_line(Hotkey_list_coords[gr_screen.res][0], i, Hotkey_ship_x[gr_screen.res] - 2, i);
1334 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);
1337 case HOTKEY_LINE_WING:
1338 gr_set_bitmap(Wing_bmp);
1339 bm_get_info(Wing_bmp, NULL, &h, NULL);
1340 i = y + font_height / 2 - h / 2 - 1;
1341 gr_bitmap(Hotkey_wing_icon_x[gr_screen.res], i);
1343 // i = y + font_height / 2 - 1;
1344 // gr_set_color_fast(&circle_color);
1345 // gr_circle(ICON_LIST_X + 4, i, 5);
1347 // gr_set_color_fast(&Color_bright);
1348 // gr_line(ICON_LIST_X, i, ICON_LIST_X + 2, i);
1349 // gr_line(ICON_LIST_X + 4, i - 4, ICON_LIST_X + 4, i - 2);
1350 // gr_line(ICON_LIST_X + 6, i, ICON_LIST_X + 8, i);
1351 // gr_line(ICON_LIST_X + 4, i + 2, ICON_LIST_X + 4, i + 4);
1353 hotkeys = get_wing_hotkeys(Hotkey_lines[line].index);
1356 case HOTKEY_LINE_SHIP:
1357 case HOTKEY_LINE_SUBSHIP:
1358 hotkeys = Hotkey_bits[Hotkey_lines[line].index];
1365 if (Hotkey_lines[line].type != HOTKEY_LINE_HEADING) {
1366 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);
1367 List_buttons[line - Scroll_offset].enable();
1368 if (hotkeys & (1 << Cur_hotkey)) {
1369 if (line == Selected_line)
1370 gr_set_color_fast(&Color_text_active_hi);
1372 gr_set_color_fast(&Color_text_active);
1375 if (line == Selected_line)
1376 gr_set_color_fast(&Color_text_selected);
1377 else if (line == select_tease_line)
1378 gr_set_color_fast(&Color_text_subselected);
1380 gr_set_color_fast(&Color_text_normal);
1384 List_buttons[line - Scroll_offset].disable();
1387 // print active hotkeys associated for this line
1389 for (i=0; i<MAX_KEYED_TARGETS; i++) {
1390 if (hotkeys & (1 << i)) {
1391 gr_printf(Hotkey_list_coords[gr_screen.res][0] + Hotkey_function_field_width[gr_screen.res]*i, y, Scan_code_text[Key_sets[i]]);
1396 for (i=0; i<MAX_KEYED_TARGETS; i++) {
1397 if (hotkeys & (1 << i)) {
1398 strcat(buf, Scan_code_text[Key_sets[i]]);
1403 Assert(strlen(buf) > 1);
1404 buf[strlen(buf) - 2] = 0; // lose the ", " on the end
1406 gr_force_fit_string(buf, 255, GROUP_LIST_W);
1407 gr_printf(GROUP_LIST_X, y, buf);*/
1410 // draw ship/wing name
1411 strcpy(buf, Hotkey_lines[line].label);
1412 if (Hotkey_lines[line].type == HOTKEY_LINE_SUBSHIP) {
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]+20));
1415 gr_printf(Hotkey_ship_x[gr_screen.res]+20, y, buf);
1417 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]);
1418 gr_printf(Hotkey_ship_x[gr_screen.res], y, buf);
1424 i = line - Scroll_offset;
1425 while (i < LIST_BUTTONS_MAX)
1426 List_buttons[i++].disable();
1428 // blit help overlay if active
1429 help_overlay_maybe_blit(HOTKEY_OVERLAY);
1434 void mission_hotkey_exit()
1436 gameseq_post_event(GS_EVENT_PREVIOUS_STATE);