本文整理汇总了C++中popup函数的典型用法代码示例。如果您正苦于以下问题:C++ popup函数的具体用法?C++ popup怎么用?C++ popup使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了popup函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: barracks_squad_change_popup
// callback handler for the squadon selection buttons when they are disabled (in single player)
void barracks_squad_change_popup()
{
// show a popup
popup( PF_USE_AFFIRMATIVE_ICON | PF_NO_NETWORKING, 1, POPUP_OK, XSTR("You cannot change your squadron in Single Player mode.", 1445));
}
开发者ID:binyu0604,项目名称:fs2_open_patchbucket,代码行数:6,代码来源:barracks.cpp
示例2: utf8_width
void uimenu::show() {
if (!started) {
bool w_auto = (w_width == -1 || w_width == -2 );
bool w_autofold = ( w_width == -2);
int realtextwidth = 0;
if ( w_auto ) {
w_width = 4;
}
bool h_auto = (w_height == -1);
if ( h_auto ) {
w_height = 4;
}
std::vector<int> autoassign;
autoassign.clear();
int pad = pad_left + pad_right + 2;
for ( int i = 0; i < entries.size(); i++ ) {
int txtwidth = utf8_width(entries[ i ].txt.c_str());
if(entries[ i ].enabled) {
if( entries[ i ].hotkey > 0 ) {
keymap[ entries[ i ].hotkey ] = i;
} else if ( entries[ i ].hotkey == -1 ) {
autoassign.push_back(i);
}
if ( entries[ i ].retval == -1 ) {
entries[ i ].retval = i;
}
if ( w_auto && w_width < txtwidth + pad + 4 ) {
w_width = txtwidth + pad + 4;
}
} else {
if ( w_auto && w_width < txtwidth + pad + 4 ) {
w_width = txtwidth + pad + 4; // todo: or +5 if header
}
}
}
if ( autoassign.size() > 0 ) {
for ( int a = 0; a < autoassign.size(); a++ ) {
int palloc = autoassign[ a ];
if ( palloc < 9 ) {
entries[ palloc ].hotkey = palloc + 49; // 1-9;
} else if ( palloc == 9 ) {
entries[ palloc ].hotkey = palloc + 39; // 0;
} else if ( palloc < 36 ) {
entries[ palloc ].hotkey = palloc + 87; // a-z
} else if ( palloc < 61 ) {
entries[ palloc ].hotkey = palloc + 29; // A-Z
}
if ( palloc < 61 ) {
keymap[ entries[ palloc ].hotkey ] = palloc;
}
}
}
if (w_auto && w_width > TERMX) {
w_width = TERMX;
}
if(text.size() > 0 ) {
int twidth = utf8_width(text.c_str());
if ( textwidth == -1 ) {
if ( w_autofold || !w_auto ) {
realtextwidth = w_width - 4;
} else {
realtextwidth = twidth;
if ( twidth + 4 > w_width ) {
if ( realtextwidth + 4 > TERMX ) {
realtextwidth = TERMX - 4;
}
w_width = realtextwidth + 4;
}
}
} else if ( textwidth != -1 ) {
realtextwidth = textwidth;
}
textformatted = foldstring(text, realtextwidth);
}
if (h_auto) {
w_height = 2 + textformatted.size() + entries.size();
}
vmax = entries.size();
if ( w_height > TERMY ) {
w_height = TERMY;
}
if ( vmax + 2 + textformatted.size() > w_height ) {
vmax = w_height - 2 - textformatted.size();
if ( vmax < 1 ) {
popup("Can't display menu options, %d %d available screen rows are occupied by\n'%s\n(snip)\n%s'\nThis is probably a bug.\n",
textformatted.size(),TERMY,textformatted[0].c_str(),textformatted[textformatted.size()-1].c_str()
);
}
}
if (w_x == -1) {
w_x = int((TERMX - w_width) / 2);
}
//.........这里部分代码省略.........
开发者ID:Abalieno,项目名称:Cataclysm-DDA,代码行数:101,代码来源:ui.cpp
示例3: complete_vehicle
void complete_vehicle (game *g)
{
if (g->u.activity.values.size() < 7)
{
debugmsg ("Invalid activity ACT_VEHICLE values:%d", g->u.activity.values.size());
return;
}
vehicle *veh = g->m.veh_at (g->u.activity.values[0], g->u.activity.values[1]);
if (!veh)
{
debugmsg ("Activity ACT_VEHICLE: vehicle not found");
return;
}
char cmd = (char) g->u.activity.index;
int dx = g->u.activity.values[4];
int dy = g->u.activity.values[5];
int part = g->u.activity.values[6];
int type = g->u.activity.values[7];
std::vector<component> tools;
int welder_charges = ((it_tool *) g->itypes["welder"])->charges_per_use;
int welder_crude_charges = ((it_tool *) g->itypes["welder_crude"])->charges_per_use;
itype_id itm;
int partnum;
item used_item;
bool broken;
int replaced_wheel;
std::vector<int> parts;
int dd = 2;
switch (cmd)
{
case 'i':
partnum = veh->install_part (dx, dy, (vpart_id) part);
if(partnum < 0)
debugmsg ("complete_vehicle install part fails dx=%d dy=%d id=%d", dx, dy, part);
used_item = consume_vpart_item (g, (vpart_id) part);
veh->get_part_properties_from_item(g, partnum, used_item); //transfer damage, etc.
tools.push_back(component("welder", welder_charges));
tools.push_back(component("welder_crude", welder_crude_charges));
tools.push_back(component("toolset", welder_charges/20));
g->consume_tools(&g->u, tools, true);
if ( part == vp_head_light ) {
// Need map-relative coordinates to compare to output of look_around.
int gx, gy;
// Need to call coord_translate() directly since it's a new part.
veh->coord_translate(dx, dy, gx, gy);
// Stash offset and set it to the location of the part so look_around will start there.
int px = g->u.view_offset_x;
int py = g->u.view_offset_y;
g->u.view_offset_x = veh->global_x() + gx - g->u.posx;
g->u.view_offset_y = veh->global_y() + gy - g->u.posy;
popup("Choose a facing direction for the new headlight.");
point headlight_target = g->look_around();
// Restore previous view offsets.
g->u.view_offset_x = px;
g->u.view_offset_y = py;
int delta_x = headlight_target.x - (veh->global_x() + gx);
int delta_y = headlight_target.y - (veh->global_y() + gy);
const double PI = 3.14159265358979f;
int dir = (atan2(delta_y, delta_x) * 180.0 / PI);
dir -= veh->face.dir();
while(dir < 0) dir += 360;
while(dir > 360) dir -= 360;
veh->parts[partnum].direction = dir;
}
g->add_msg (_("You install a %s into the %s."),
vpart_list[part].name.c_str(), veh->name.c_str());
g->u.practice (g->turn, "mechanics", vpart_list[part].difficulty * 5 + 20);
break;
case 'r':
if (veh->parts[part].hp <= 0)
{
used_item = consume_vpart_item (g, veh->parts[part].id);
tools.push_back(component("wrench", -1));
g->consume_tools(&g->u, tools, true);
tools.clear();
dd = 0;
veh->insides_dirty = true;
}
tools.push_back(component("welder", welder_charges));
tools.push_back(component("welder_crude", welder_crude_charges));
tools.push_back(component("toolset", welder_charges/20));
g->consume_tools(&g->u, tools, true);
veh->parts[part].hp = veh->part_info(part).durability;
g->add_msg (_("You repair the %s's %s."),
veh->name.c_str(), veh->part_info(part).name.c_str());
g->u.practice (g->turn, "mechanics", (vpart_list[part].difficulty + dd) * 5 + 20);
break;
case 'f':
if (!g->pl_refill_vehicle(*veh, part, true))
debugmsg ("complete_vehicle refill broken");
g->pl_refill_vehicle(*veh, part);
break;
case 'o':
// Dump contents of part at player's feet, if any.
for (int i = 0; i < veh->parts[part].items.size(); i++)
//.........这里部分代码省略.........
开发者ID:EschatonOptimizers,项目名称:Cataclysm-DDA,代码行数:101,代码来源:veh_interact.cpp
示例4: construction_menu
void construction_menu()
{
static bool hide_unconstructable = false;
// only display constructions the player can theoretically perform
std::vector<std::string> available;
load_available_constructions( available, hide_unconstructable );
if(available.empty()) {
popup(_("You can not construct anything here."));
return;
}
int iMaxY = TERMY;
if (available.size() + 2 < iMaxY) {
iMaxY = available.size() + 2;
}
if (iMaxY < FULL_SCREEN_HEIGHT) {
iMaxY = FULL_SCREEN_HEIGHT;
}
WINDOW *w_con = newwin( iMaxY, FULL_SCREEN_WIDTH, (TERMY > iMaxY) ? (TERMY - iMaxY) / 2 : 0,
(TERMX > FULL_SCREEN_WIDTH) ? (TERMX - FULL_SCREEN_WIDTH) / 2 : 0 );
draw_border(w_con);
mvwprintz(w_con, 0, 8, c_ltred, _(" Construction "));
mvwputch(w_con, 0, 30, c_ltgray, LINE_OXXX);
mvwputch(w_con, iMaxY - 1, 30, c_ltgray, LINE_XXOX);
for( int i = 1; i < iMaxY - 1; ++i ) {
mvwputch(w_con, i, 30, c_ltgray, LINE_XOXO);
}
wrefresh(w_con);
bool update_info = true;
int select = 0;
int chosen = 0;
long ch;
bool exit = false;
inventory total_inv = g->crafting_inventory(&(g->u));
do {
// Erase existing list of constructions
for( int i = 1; i < iMaxY - 1; i++ ) {
for( int j = 1; j < 30; j++ ) {
mvwputch(w_con, i, j, c_black, ' ');
}
}
//Draw Scrollbar
draw_scrollbar(w_con, select, iMaxY - 2, available.size(), 1);
// Determine where in the master list to start printing
//int offset = select - 11;
int offset = 0;
if (select >= iMaxY - 2) {
offset = select - iMaxY + 3;
}
// Print the constructions between offset and max (or how many will fit)
for (int i = 0; i < iMaxY - 2 && (i + offset) < available.size(); i++) {
int current = i + offset;
nc_color col = (player_can_build(g->u, total_inv, available[current]) ?
c_white : c_dkgray);
// Map menu items to hotkey letters, skipping j, k, l, and q.
unsigned char hotkey = 97 + current;
if (hotkey > 122) {
hotkey = hotkey - 58;
}
if (current == select) {
col = hilite(col);
}
// print construction name with limited length.
// limit(28) = 30(column len) - 2(letter + ' ').
mvwprintz(w_con, 1 + i, 1, col, "%c %s", hotkey,
utf8_substr(available[current].c_str(), 0, 27).c_str());
}
if (update_info) {
update_info = false;
std::string current_desc = available[select];
// Clear out lines for tools & materials
for (int i = 1; i < iMaxY - 1; i++) {
for (int j = 31; j < 79; j++) {
mvwputch(w_con, i, j, c_black, ' ');
}
}
// Print instructions for toggling recipe hiding.
mvwprintz(w_con, 1, 31, c_white, "%s", _("Press ';' to toggle unavailable constructions."));
// Print consruction name
mvwprintz(w_con, 2, 31, c_white, "%s", current_desc.c_str());
// Print stages and their requirement
int posx = 33, posy = 2;
std::vector<construction *> options = constructions_by_desc(current_desc);
for( unsigned i = 0; i < options.size(); ++i) {
construction *current_con = options[i];
if( hide_unconstructable && !can_construct(current_con) ) {
continue;
}
//.........这里部分代码省略.........
开发者ID:Hadesfire27,项目名称:Cataclysm-DDA,代码行数:101,代码来源:construction.cpp
示例5: popup
void defense_game::game_over(game *g)
{
popup("You managed to survive through wave %d!", current_wave);
}
开发者ID:Alpha16,项目名称:Cataclysm-DDA,代码行数:4,代码来源:defense.cpp
示例6: caravan_items
void defense_game::caravan(game *g)
{
std::vector<itype_id> items[NUM_CARAVAN_CATEGORIES];
std::vector<int> item_count[NUM_CARAVAN_CATEGORIES];
// Init the items for each category
for (int i = 0; i < NUM_CARAVAN_CATEGORIES; i++) {
items[i] = caravan_items( caravan_category(i) );
for (int j = 0; j < items[i].size(); j++) {
if (current_wave == 0 || !one_in(4))
item_count[i].push_back(0); // Init counts to 0 for each item
else { // Remove the item
items[i].erase( items[i].begin() + j);
j--;
}
}
}
int total_price = 0;
WINDOW *w = newwin(25, 80, 0, 0);
int offset = 0, item_selected = 0, category_selected = 0;
int current_window = 0;
draw_caravan_borders(w, current_window);
draw_caravan_categories(w, category_selected, total_price, g->u.cash);
bool done = false;
bool cancel = false;
while (!done) {
char ch = input();
switch (ch) {
case '?':
popup_top("\
CARAVAN:\n\
Start by selecting a category using your favorite up/down keys.\n\
Switch between category selection and item selecting by pressing Tab.\n\
Pick an item with the up/down keys, press + to buy 1 more, - to buy 1 less.\n\
Press Enter to buy everything in your cart, Esc to buy nothing.");
draw_caravan_categories(w, category_selected, total_price, g->u.cash);
draw_caravan_items(w, g, &(items[category_selected]),
&(item_count[category_selected]), offset, item_selected);
draw_caravan_borders(w, current_window);
break;
case 'j':
if (current_window == 0) { // Categories
category_selected++;
if (category_selected == NUM_CARAVAN_CATEGORIES)
category_selected = CARAVAN_CART;
draw_caravan_categories(w, category_selected, total_price, g->u.cash);
offset = 0;
item_selected = 0;
draw_caravan_items(w, g, &(items[category_selected]),
&(item_count[category_selected]), offset,
item_selected);
draw_caravan_borders(w, current_window);
} else if (items[category_selected].size() > 0) { // Items
if (item_selected < items[category_selected].size() - 1)
item_selected++;
else {
item_selected = 0;
offset = 0;
}
if (item_selected > offset + 22)
offset++;
draw_caravan_items(w, g, &(items[category_selected]),
&(item_count[category_selected]), offset,
item_selected);
draw_caravan_borders(w, current_window);
}
break;
case 'k':
if (current_window == 0) { // Categories
if (category_selected == 0)
category_selected = NUM_CARAVAN_CATEGORIES - 1;
else
category_selected--;
if (category_selected == NUM_CARAVAN_CATEGORIES)
category_selected = CARAVAN_CART;
draw_caravan_categories(w, category_selected, total_price, g->u.cash);
offset = 0;
item_selected = 0;
draw_caravan_items(w, g, &(items[category_selected]),
&(item_count[category_selected]), offset,
item_selected);
draw_caravan_borders(w, current_window);
} else if (items[category_selected].size() > 0) { // Items
if (item_selected > 0)
item_selected--;
else {
item_selected = items[category_selected].size() - 1;
offset = item_selected - 22;
if (offset < 0)
offset = 0;
}
//.........这里部分代码省略.........
开发者ID:Alpha16,项目名称:Cataclysm-DDA,代码行数:101,代码来源:defense.cpp
示例7: popup
void MainWindow::on_workmenset_btn_clicked()
{
workmen_select_popup popup(this);
popup.exec();
}
开发者ID:kimbakcho,项目名称:QCproject,代码行数:5,代码来源:mainwindow.cpp
示例8: inv_s
void game_menus::inv::compare( player &p, const tripoint &offset )
{
p.inv.restack( &p );
p.inv.sort();
inventory_compare_selector inv_s( p );
inv_s.add_character_items( p );
inv_s.set_title( _( "Compare" ) );
inv_s.set_hint( _( "Select two items to compare them." ) );
if( offset != tripoint_min ) {
inv_s.add_map_items( p.pos() + offset );
inv_s.add_vehicle_items( p.pos() + offset );
} else {
inv_s.add_nearby_items();
}
if( inv_s.empty() ) {
popup( std::string( _( "There are no items to compare." ) ), PF_GET_KEY );
return;
}
do {
const auto to_compare = inv_s.execute();
if( to_compare.first == nullptr || to_compare.second == nullptr ) {
break;
}
std::vector<iteminfo> vItemLastCh, vItemCh;
std::string sItemLastCh, sItemCh, sItemLastTn, sItemTn;
to_compare.first->info( true, vItemCh );
sItemCh = to_compare.first->tname();
sItemTn = to_compare.first->type_name();
to_compare.second->info( true, vItemLastCh );
sItemLastCh = to_compare.second->tname();
sItemLastTn = to_compare.second->type_name();
int iScrollPos = 0;
int iScrollPosLast = 0;
int ch = ( int ) ' ';
do {
draw_item_info( 0, ( TERMX - VIEW_OFFSET_X * 2 ) / 2, 0, TERMY - VIEW_OFFSET_Y * 2,
sItemLastCh, sItemLastTn, vItemLastCh, vItemCh, iScrollPosLast, true ); //without getch(
ch = draw_item_info( ( TERMX - VIEW_OFFSET_X * 2 ) / 2, ( TERMX - VIEW_OFFSET_X * 2 ) / 2,
0, TERMY - VIEW_OFFSET_Y * 2, sItemCh, sItemTn, vItemCh, vItemLastCh, iScrollPos );
if( ch == KEY_PPAGE ) {
iScrollPos--;
iScrollPosLast--;
} else if( ch == KEY_NPAGE ) {
iScrollPos++;
iScrollPosLast++;
}
g->refresh_all();
} while( ch == KEY_PPAGE || ch == KEY_NPAGE );
} while( true );
}
开发者ID:KarboniteKream,项目名称:Cataclysm-DDA,代码行数:63,代码来源:game_inventory.cpp
示例9: pilot_manage_button_pressed
void pilot_manage_button_pressed(int n)
{
switch (n) {
//scroll pilot list up
case PM_UP_BUTTON:
pilot_manage_scroll_callsign_up();
break;
// scroll pilot list down
case PM_DOWN_BUTTON:
pilot_manage_scroll_callsign_down();
break;
// switch to single mode
case PM_SINGLE_MODE_BUTTON:
if (Player_sel_mode != PLAYER_SELECT_MODE_SINGLE) {
gamesnd_play_iface(SND_USER_SELECT);
// switching to multi so save multi player offset
prev_multi_player = Selected_line;
pilot_manage_init_player_stuff(PLAYER_SELECT_MODE_SINGLE);
}
break;
// switch to multi mode
case PM_MULTI_MODE_BUTTON:
if (Player_sel_mode != PLAYER_SELECT_MODE_MULTI) {
gamesnd_play_iface(SND_USER_SELECT);
// switching to multi so save single player offset
prev_single_player = Selected_line;
pilot_manage_init_player_stuff(PLAYER_SELECT_MODE_MULTI);
}
break;
//create new pilot
case PM_CREATE_BUTTON:
Clone_flag = 0;
pilot_manage_create_new_pilot();
break;
// select pilot
case PM_ACTIVE_BUTTON:
if (pilot_manage_new_pilot_selected()){
gamesnd_play_iface(SND_GENERAL_FAIL);
// throw up a popup telling the player that he should create a pilot first
if(Player_sel_mode == PLAYER_SELECT_MODE_SINGLE){
popup(PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR( "You must create a single player pilot.", 66));
} else {
popup(PF_USE_AFFIRMATIVE_ICON,1,POPUP_OK,XSTR( "You must create a multi player pilot.", 67));
}
} else {
gamesnd_play_iface(SND_SCROLL);
}
break;
// clone pilot
case PM_CLONE_BUTTON:
//case B_PILOT_CLONE_BUTTON:
if (Num_pilots < 1) {
gamesnd_play_error_beep();
break;
}
Clone_flag = 1;
pilot_manage_create_new_pilot();
break;
// convert pilot single/multi
case PM_CONVERT_BUTTON:
{
char temp[256], *str;
char old_pic[256] = "";
char old_squad_pic[256] = "";
char old_squad[256] = "";
int z;
if (!pilot_manage_new_pilot_selected()) {
if (Player_sel_mode == PLAYER_SELECT_MODE_SINGLE)
str = XSTR( "multiplayer", 68);
else
str = XSTR( "single player", 69);
sprintf(temp, XSTR( "This will overwrite your %s pilot. Proceed?", 70), str);
if (!verify_pilot_file(Cur_pilot->callsign, Player_sel_mode == PLAYER_SELECT_MODE_MULTI)) {
z = popup(0, 2, POPUP_CANCEL, POPUP_OK, temp);
if (z != 1)
break;
}
strcpy(old_pic, Cur_pilot->image_filename);
strcpy(old_squad_pic, Cur_pilot->squad_filename);
strcpy(old_squad, Cur_pilot->squad_name);
init_new_pilot(Cur_pilot, 0);
strcpy(Cur_pilot->image_filename, old_pic);
strcpy(Cur_pilot->squad_filename, old_squad_pic);
strcpy(Cur_pilot->squad_name, old_squad);
if (Player_sel_mode == PLAYER_SELECT_MODE_SINGLE) {
Cur_pilot->flags |= PLAYER_FLAGS_IS_MULTI;
write_pilot_file();
pilot_manage_init_player_stuff(PLAYER_SELECT_MODE_MULTI);
//.........这里部分代码省略.........
开发者ID:chief1983,项目名称:Imperial-Alliance,代码行数:101,代码来源:pilotmanage.cpp
示例10: while
void CreateDialog::popup_create(bool p_dont_clear, bool p_replace_mode) {
type_list.clear();
ClassDB::get_class_list(&type_list);
ScriptServer::get_global_class_list(&type_list);
type_list.sort_custom<StringName::AlphCompare>();
recent->clear();
FileAccess *f = FileAccess::open(EditorSettings::get_singleton()->get_project_settings_dir().plus_file("create_recent." + base_type), FileAccess::READ);
if (f) {
TreeItem *root = recent->create_item();
while (!f->eof_reached()) {
String l = f->get_line().strip_edges();
if (l != String()) {
TreeItem *ti = recent->create_item(root);
ti->set_text(0, l);
ti->set_icon(0, EditorNode::get_singleton()->get_class_icon(l, base_type));
}
}
memdelete(f);
}
favorites->clear();
f = FileAccess::open(EditorSettings::get_singleton()->get_project_settings_dir().plus_file("favorites." + base_type), FileAccess::READ);
favorite_list.clear();
if (f) {
while (!f->eof_reached()) {
String l = f->get_line().strip_edges();
if (l != String()) {
favorite_list.push_back(l);
}
}
memdelete(f);
}
_save_and_update_favorite_list();
// Restore valid window bounds or pop up at default size.
if (EditorSettings::get_singleton()->has_setting("interface/dialogs/create_new_node_bounds")) {
popup(EditorSettings::get_singleton()->get("interface/dialogs/create_new_node_bounds"));
} else {
Size2 popup_size = Size2(900, 700) * editor_get_scale();
Size2 window_size = get_viewport_rect().size;
popup_size.x = MIN(window_size.x * 0.8, popup_size.x);
popup_size.y = MIN(window_size.y * 0.8, popup_size.y);
popup_centered(popup_size);
}
if (p_dont_clear) {
search_box->select_all();
} else {
search_box->clear();
}
search_box->grab_focus();
_update_search();
bool enable_rl = EditorSettings::get_singleton()->get("docks/scene_tree/draw_relationship_lines");
Color rl_color = EditorSettings::get_singleton()->get("docks/scene_tree/relationship_line_color");
if (enable_rl) {
search_options->add_constant_override("draw_relationship_lines", 1);
search_options->add_color_override("relationship_line_color", rl_color);
} else {
search_options->add_constant_override("draw_relationship_lines", 0);
}
is_replace_mode = p_replace_mode;
if (p_replace_mode) {
set_title(vformat(TTR("Change %s Type"), base_type));
get_ok()->set_text(TTR("Change"));
} else {
set_title(vformat(TTR("Create New %s"), base_type));
get_ok()->set_text(TTR("Create"));
}
}
开发者ID:johnyc90,项目名称:godot,代码行数:94,代码来源:create_dialog.cpp
示例11: barracks_button_pressed
void barracks_button_pressed(int n)
{
switch (n) {
case B_PILOT_SCROLL_UP_BUTTON:
barracks_scroll_callsign_up();
break;
case B_PILOT_SCROLL_DOWN_BUTTON:
barracks_scroll_callsign_down();
break;
case B_STATS_SCROLL_UP_BUTTON:
barracks_scroll_stats_up();
break;
case B_STATS_SCROLL_DOWN_BUTTON:
barracks_scroll_stats_down();
break;
case B_PIC_PREV_PILOT_BUTTON:
barracks_prev_pic();
break;
case B_PIC_NEXT_PILOT_BUTTON:
barracks_next_pic();
break;
case B_SQUAD_PREV_BUTTON:
barracks_prev_squad_pic();
break;
case B_SQUAD_NEXT_BUTTON:
barracks_next_squad_pic();
break;
case B_PILOT_SET_ACTIVE_BUTTON:
if (barracks_new_pilot_selected()){
gamesnd_play_iface(SND_GENERAL_FAIL);
// if it's just the missing campaign file that failed for us then don't give the second popup
if (Campaign_file_missing) {
break;
}
} else {
gamesnd_play_iface(SND_SCROLL);
if (Campaign_file_missing) {
popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR( "The currently active campaign cannot be found. Please select another...", 1600));
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
}
}
break;
case B_ACCEPT_BUTTON:
if (Num_pilots && !barracks_pilot_accepted()) {
gamesnd_play_iface(SND_COMMIT_PRESSED);
if (Campaign_file_missing) {
popup(PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR( "The currently active campaign cannot be found. Please select another...", 1600));
gameseq_post_event(GS_EVENT_CAMPAIGN_ROOM);
} else {
gameseq_post_event(GS_EVENT_MAIN_MENU);
}
} else {
gamesnd_play_iface(SND_GENERAL_FAIL);
// if it's just the missing campaign file that failed for us then don't give the second popup
if (Campaign_file_missing) {
break;
}
}
break;
case B_PILOT_CLONE_BUTTON:
if (Num_pilots < 1) {
gamesnd_play_error_beep();
break;
}
Clone_flag = 1;
barracks_create_new_pilot();
break;
case B_PILOT_CONVERT_BUTTON: {
/* New Pilot code no longer needs a conversion function. */
popup(PF_TITLE_BIG | PF_TITLE_BLUE | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK,
XSTR("Disabled!\n\n\nMulti and Single Player Pilot files are now identical.\n\n"
"Conversion between the two is no longer necessary.", 1601));
/* // no actual conversion with new pilot code
if (Player_sel_mode == PLAYER_SELECT_MODE_SINGLE) {
barracks_init_player_stuff(PLAYER_SELECT_MODE_MULTI);
} else {
// make sure we don't carry over the multi flag
if (Cur_pilot->flags & PLAYER_FLAGS_IS_MULTI) {
Cur_pilot->flags &= ~PLAYER_FLAGS_IS_MULTI;
}
barracks_init_player_stuff(PLAYER_SELECT_MODE_SINGLE);
}
gamesnd_play_iface(SND_USER_SELECT); */
//.........这里部分代码省略.........
开发者ID:binyu0604,项目名称:fs2_open_patchbucket,代码行数:101,代码来源:barracks.cpp
示例12: player_select_process_noninput
void player_select_process_noninput(int k)
{
int idx;
// check for pressed buttons
for (idx=0; idx<NUM_PLAYER_SELECT_BUTTONS; idx++) {
if (Player_select_buttons[gr_screen.res][idx].button.pressed()) {
player_select_button_pressed(idx);
}
}
// check for keypresses
switch (k) {
// quit the game entirely
case KEY_ESC:
gameseq_post_event(GS_EVENT_QUIT_GAME);
break;
case KEY_ENTER | KEY_CTRLED:
player_select_button_pressed(ACCEPT_BUTTON);
break;
// delete the currently highlighted pilot
case KEY_DELETE:
if (Player_select_pilot >= 0) {
int ret;
if (Player_select_mode == PLAYER_SELECT_MODE_MULTI) {
popup(PF_TITLE_BIG | PF_USE_AFFIRMATIVE_ICON, 1, POPUP_OK, XSTR("Pilots can only be deleted from the single player menu!", 1611));
} else {
// display a popup requesting confirmation
ret = popup(PF_USE_AFFIRMATIVE_ICON | PF_USE_NEGATIVE_ICON,2,POPUP_NO,POPUP_YES,XSTR( "Are you sure you want to delete this pilot?", 383));
// delete the pilot
if (ret == 1) {
player_select_delete_pilot();
}
}
}
break;
}
// check to see if the user has clicked on the "list region" button
// and change the selected pilot appropriately
if (Player_select_list_region.pressed()) {
int click_y;
// get the mouse position
Player_select_list_region.get_mouse_pos(NULL, &click_y);
// determine what index to select
//idx = (click_y+5) / 10;
idx = click_y / gr_get_font_height();
// if he selected a valid item
if ( ((idx + Player_select_list_start) < Player_select_num_pilots) && (idx >= 0) ) {
Player_select_pilot = idx + Player_select_list_start;
}
}
// if the player has double clicked on a valid pilot, choose it and hit the accept button
if (Player_select_list_region.double_clicked()) {
if ((Player_select_pilot >= 0) && (Player_select_pilot < Player_select_num_pilots)) {
player_select_button_pressed(ACCEPT_BUTTON);
}
}
}
开发者ID:nisselarsson,项目名称:fs2_open_patchbucket,代码行数:67,代码来源:playermenu.cpp
示例13: popup
void CLexiconReadWindow::setupPopupMenu()
{
popup()->setTitle(tr("Lexicon window"));
popup()->setIcon(CToolClass::getIconForModule(modules().first()));
popup()->addAction(m_actions.findText);
popup()->addAction(m_actions.findStrongs);
popup()->addAction(m_actions.selectAll);
popup()->addSeparator();
m_actions.copyMenu = new QMenu(tr("Copy..."), popup());
m_actions.copyMenu->addAction(m_actions.copy.reference);
m_actions.copyMenu->addAction(m_actions.copy.entry);
m_actions.copyMenu->addSeparator();
m_actions.copyMenu->addAction(m_actions.copy.selectedText);
popup()->addMenu(m_actions.copyMenu);
m_actions.saveMenu = new QMenu(
tr("Save..."),
popup()
);
m_actions.saveMenu->addAction(m_actions.save.entryAsPlain);
m_actions.saveMenu->addAction(m_actions.save.entryAsHTML);
// Save raw HTML action for debugging purposes
if (qApp->property("--debug").toBool()) {
QAction* debugAction = new QAction("Raw HTML", this);
QObject::connect(debugAction, SIGNAL(triggered()), this, SLOT(saveRawHTML()));
m_actions.saveMenu->addAction(debugAction);
} // end of Save Raw HTML
popup()->addMenu(m_actions.saveMenu);
m_actions.printMenu = new QMenu(
tr("Print..."),
popup()
);
m_actions.printMenu->addAction(m_actions.print.reference);
m_actions.printMenu->addAction(m_actions.print.entry);
popup()->addMenu(m_actions.printMenu);
}
开发者ID:bibletime,项目名称:historic-bibletime-svn,代码行数:41,代码来源:clexiconreadwindow.cpp
示例14: filtered_bionics
//.........这里部分代码省略.........
pos_x - 2, bio_id );
for( int i = 0; i < num_bp; ++i ) {
mvwprintz( wBio, i + list_start_y, pos_x,
bionic_info( bio_id ).occupied_bodyparts.count( bp_aBodyPart[i] ) > 0 ?
c_yellow : c_ltgray, "%s", bps[i].c_str() );
}
}
}
}
draw_scrollbar( wBio, cursor, LIST_HEIGHT, current_bionic_list->size(), list_start_y );
}
wrefresh( wBio );
draw_bionics_tabs( w_tabs, active.size(), passive.size(), tab_mode );
draw_bionics_titlebar( w_title, this, menu_mode );
if( menu_mode == EXAMINING && !current_bionic_list->empty() ) {
draw_description( w_description, *( *current_bionic_list )[cursor] );
}
const std::string action = ctxt.handle_input();
const long ch = ctxt.get_raw_input().get_first_input();
bionic *tmp = NULL;
bool confirmCheck = false;
if( menu_mode == REASSIGNING ) {
menu_mode = ACTIVATING;
tmp = bionic_by_invlet( ch );
if( tmp == nullptr ) {
// Selected an non-existing bionic (or escape, or ...)
continue;
}
redraw = true;
const long newch = popup_getkey( _( "%s; enter new letter." ),
bionic_info( tmp->id ).name.c_str() );
wrefresh( wBio );
if( newch == ch || newch == ' ' || newch == KEY_ESCAPE ) {
continue;
}
if( !bionic_chars.valid( newch ) ) {
popup( _( "Invalid bionic letter. Only those characters are valid:\n\n%s" ),
bionic_chars.get_allowed_chars().c_str() );
continue;
}
bionic *otmp = bionic_by_invlet( newch );
if( otmp != nullptr ) {
std::swap( tmp->invlet, otmp->invlet );
} else {
tmp->invlet = newch;
}
// TODO: show a message like when reassigning a key to an item?
} else if( action == "NEXT_TAB" ) {
redraw = true;
scroll_position = 0;
cursor = 0;
if( tab_mode == TAB_ACTIVE ) {
tab_mode = TAB_PASSIVE;
} else {
tab_mode = TAB_ACTIVE;
}
} else if( action == "PREV_TAB" ) {
redraw = true;
scroll_position = 0;
cursor = 0;
if( tab_mode == TAB_PASSIVE ) {
tab_mode = TAB_ACTIVE;
开发者ID:2birdie,项目名称:Cataclysm-DDA,代码行数:67,代码来源:bionics_ui.cpp
示例15: newwin
//.........这里部分代码省略.........
status = s_add_global;
} else if (action == "REMOVE" || raw_input_char == '-') {
status = s_remove;
} else if (action == "ANY_INPUT") {
const size_t hotkey_index = hotkeys.find_first_of(raw_input_char);
if (status == s_show || hotkey_index == std::string::npos ) {
continue;
}
const size_t action_index = hotkey_index + scroll_offset;
if( action_index >= org_registered_actions.size() ) {
continue;
}
const std::string &action_id = org_registered_actions[action_index];
// Check if this entry is local or global.
bool is_local = false;
inp_mngr.get_action_attributes(action_id, category, &is_local);
const std::string name = get_action_name(action_id);
if (status == s_remove && (!OPTIONS["QUERY_KEYBIND_REMOVAL"] ||
query_yn(_("Clear keys for %s?"), name.c_str()))) {
// If it's global, reset the global actions.
std::string category_to_access = category;
if (!is_local) {
category_to_access = default_context_id;
}
inp_mngr.remove_input_for_action(action_id, category_to_access);
changed = true;
} else if (status == s_add_global && is_local) {
// Disallow adding global actions to an action that already has a local defined.
popup(_("There are already local keybindings defined for this action, please remove them first."));
} else if (status == s_add || status == s_add_global) {
const long newbind = popup_getkey(_("New key for %s:"), name.c_str());
const input_event new_event(newbind, CATA_INPUT_KEYBOARD);
const std::string conflicts = get_conflicts(new_event);
const bool has_conflicts = !conflicts.empty();
bool resolve_conflicts = false;
if (has_conflicts) {
resolve_conflicts = query_yn(
_("This key conflicts with %s. Remove this key from the conflicting command(s), and continue?"),
conflicts.c_str());
}
if (!has_conflicts || resolve_conflicts) {
if (resolve_conflicts) {
clear_conflicting_keybindings(new_event);
}
// We might be adding a local or global action.
std::string category_to_access = category;
if (status == s_add_global) {
category_to_access = default_context_id;
}
inp_mngr.add_input_for_action(action_id, category_to_access, new_event);
changed = true;
}
}
status = s_show;
} else if (action == "DOWN") {
if (scroll_offset < org_registered_actions.size() - display_height) {
scroll_offset++;
开发者ID:Miloch,项目名称:Cataclysm-DDA-1,代码行数:67,代码来源:input.cpp
示例16: newwin
void defense_game::setup()
{
WINDOW* w = newwin(25, 80, 0, 0);
int selection = 1;
refresh_setup(w, selection);
while (true) {
char ch = input();
if (ch == 'S') {
if (!zombies && !specials && !spiders && !triffids && !robots && !subspace) {
popup("You must choose at least one monster group!");
refresh_setup(w, selection);
} else
return;
} else if (ch == '+' || ch == '>' || ch == 'j') {
if (selection == 19)
selection = 1;
else
selection++;
refresh_setup(w, selection);
} else if (ch == '-' || ch == '<' || ch == 'k') {
if (selection == 1)
selection = 19;
else
selection--;
refresh_setup(w, selection);
} else if (ch == '!') {
std::string name = string_input_popup("Template Name:", 20);
refresh_setup(w, selection);
} else if (ch == 'S')
return;
else {
switch (selection) {
case 1: // Scenario selection
if (ch == 'l') {
if (style == defense_style(NUM_DEFENSE_STYLES - 1))
style = defense_style(1);
else
style = defense_style(style + 1);
}
if (ch == 'h') {
if (style == defense_style(1))
style = defense_style(NUM_DEFENSE_STYLES - 1);
else
style = defense_style(style - 1);
}
init_to_style(style);
break;
case 2: // Location selection
if (ch == 'l') {
if (location == defense_location(NUM_DEFENSE_LOCATIONS - 1))
location = defense_location(1);
else
location = defense_location(location + 1);
}
if (ch == 'h') {
if (location == defense_location(1))
location = defense_location(NUM_DEFENSE_LOCATIONS - 1);
else
location = defense_location(location - 1);
}
mvwprintz(w, 5, 2, c_black, "\
xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx");
mvwprintz(w, 5, 2, c_yellow, defense_location_name(location).c_str());
mvwprintz(w, 5, 28, c_ltgray,
defense_location_description(location).c_str());
break;
case 3: // Difficulty of the first wave
if (ch == 'h' && initial_difficulty > 10)
initial_difficulty -= 5;
if (ch == 'l' && initial_difficulty < 995)
initial_difficulty += 5;
mvwprintz(w, 7, 22, c_black, "xxx");
mvwprintz(w, 7, NUMALIGN(initial_difficulty), c_yellow, "%d",
initial_difficulty);
break;
case 4: // Wave Difficulty
if (ch == 'h' && wave_difficulty > 10)
wave_difficulty -= 5;
if (ch == 'l' && wave_difficulty < 995)
wave_difficulty += 5;
mvwprintz(w, 8, 22, c_black, "xxx");
mvwprintz(w, 8, NUMALIGN(wave_difficulty), c_yellow, "%d",
wave_difficulty);
break;
case 5:
if (ch == 'h' && time_between_waves > 5)
time_between_waves -= 5;
if (ch == 'l' && time_between_waves < 995)
time_between_waves += 5;
mvwprintz(w, 10, 22, c_black, "xxx");
mvwprintz(w, 10, NUMALIGN(time_between_waves), c_yellow, "%d",
time_between_waves);
break;
//.........这里部分代码省略.........
开发者ID:Alpha16,项目名称:Cataclysm-DDA,代码行数:101,代码来源:defense.cpp
示例17: newwin
//.........这里部分代码省略.........
mut_desc << string_format( _(" - %d RU"), md.cost );
} else if ( md.cooldown > 0 ) {
mut_desc << string_format( _(" - %d turns"), md.cooldown );
}
if ( td.powered ) {
mut_desc << _(" - Active");
}
mvwprintz( wBio, list_start_y + i, second_column + 2, type,
mut_desc.str().c_str() );
}
}
// Scrollbar
if(scroll_position > 0) {
mvwputch(wBio, HEADER_LINE_Y + 2, 0, c_
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